mirror of
https://github.com/mt-mods/plantlife_modpack.git
synced 2024-11-15 06:40:38 +01:00
f629f54d43
* 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
216 lines
6.0 KiB
Lua
216 lines
6.0 KiB
Lua
-- support for i18n
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local S = minetest.get_translator("bushes_classic")
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plantlife_bushes = {}
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-- TODO: add support for nodebreakers? those dig like mese picks
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plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if not (digger and pos and oldnode) then
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return
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end
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-- find out which bush type we are dealing with
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local bush_name = ""
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local can_harvest = false
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if oldnode.name == "bushes:fruitless_bush" then
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-- this bush has not grown fruits yet (but will eventually)
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bush_name = oldmetadata.fields.bush_type
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-- no fruits to be found, so can_harvest stays false
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else
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local name_parts = oldnode.name:split(":")
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if #name_parts >= 2 and name_parts[2] ~= nil then
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name_parts = name_parts[2]:split("_")
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if #name_parts >= 2 and name_parts[1] ~= nil then
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bush_name = name_parts[1]
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-- this bush really carries fruits
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can_harvest = true
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end
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end
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end
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-- find out which tool the digger was wielding (if any)
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local toolstack = digger:get_wielded_item()
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local capabilities = toolstack:get_tool_capabilities()
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-- what the player will get
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local harvested
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-- failure to find out what the tool can do: destroy the bush and return nothing
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local groupcaps = capabilities.groupcaps
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if not groupcaps then
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return
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-- digging with the hand or something like that
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elseif groupcaps.snappy then
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-- plant a new bush without fruits
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minetest.swap_node(pos, {type = "node", name = "bushes:fruitless_bush"})
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local meta = minetest.get_meta(pos)
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meta:set_string('bush_type', bush_name)
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-- construct the stack of fruits the player will get
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-- only bushes that have grown fruits can actually give fruits
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if can_harvest then
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local amount = "4"
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harvested = "bushes:" .. bush_name .. " " .. amount
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end
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-- something like a shovel
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elseif groupcaps.crumbly then
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-- with a chance of 1/3, return 2 bushes
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local amount
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if can_harvest and math.random(1,3) == 1 then
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amount = "2"
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else
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amount = "1"
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end
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-- return the bush itself
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harvested = "bushes:" .. bush_name .. "_bush "..amount
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-- something like an axe
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elseif groupcaps.choppy then
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-- the amount of sticks may vary
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local amount = math.random(4, 20)
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-- return some sticks
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harvested = "default:stick " .. amount
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-- nothing known - destroy the plant
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else
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return
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end
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-- give the harvested result to the player
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if harvested then
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--minetest.chat_send_player("singleplayer","you would now get "..tostring( harvested ) );
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local itemstack = ItemStack(harvested)
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local inventory = digger:get_inventory()
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if inventory:room_for_item("main", itemstack) then
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inventory:add_item("main", itemstack)
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else
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minetest.item_drop(itemstack, digger, pos)
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end
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end
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end
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plantlife_bushes.after_place_node = function(pos, placer, itemstack)
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if not (itemstack and pos) then
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return
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end
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local name_parts = itemstack:get_name():split(":")
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if #name_parts < 2 or name_parts[2] == nil then
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return
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end
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name_parts = name_parts[2]:split("_")
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if #name_parts < 2 or name_parts[1] == nil then
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return
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end
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minetest.swap_node(pos, {name = "bushes:fruitless_bush"})
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local meta = minetest.get_meta(pos)
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meta:set_string("bush_type", name_parts[1])
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end
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-- regrow berries (uses a base abm instead of biome_lib because of the use of metadata).
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minetest.register_abm({
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nodenames = {"bushes:fruitless_bush"},
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neighbors = {"group:soil", "group:potting_soil"},
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interval = 500,
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chance = 5,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local meta = minetest.get_meta(pos)
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local bush_name = meta:get_string("bush_type")
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if bush_name and bush_name ~= "" then
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local dirtpos = {x = pos.x, y = pos.y-1, z = pos.z}
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local dirt = minetest.get_node(dirtpos)
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local is_soil = minetest.get_item_group(dirt.name, "soil") or minetest.get_item_group(dirt.name, "potting_soil")
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if is_soil and (dirt.name == "farming:soil_wet" or math.random(1,3) == 1) then
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minetest.swap_node( pos, {name = "bushes:" .. bush_name .. "_bush"})
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end
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end
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end
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})
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-- Define the basket and bush nodes
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for i, bush_name in ipairs(bushes_classic.bushes) do
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minetest.register_node(":bushes:basket_"..bush_name, {
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description = bushes_classic.bushes_descriptions[i][5],
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drawtype = "mesh",
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mesh = "bushes_basket_full.obj",
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tiles = {
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"bushes_basket_pie_"..bush_name..".png",
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"bushes_basket.png"
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},
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paramtype = "light",
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paramtype2 = "facedir",
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on_use = minetest.item_eat(18),
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groups = { dig_immediate = 3 },
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is_ground_content = false,
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})
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local groups = {snappy = 3, bush = 1, flammable = 2, attached_node=1}
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if bush_name == "mixed_berry" then
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bush_name = "fruitless";
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groups.not_in_creative_inventory = 1
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end
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local node_dig_prediction
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local node_placement_prediction
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if bush_name ~= "fruitless" then
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node_dig_prediction = "bushes:fruitless_bush"
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node_placement_prediction = "bushes:fruitless_bush"
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end
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minetest.register_node(":bushes:" .. bush_name .. "_bush", {
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description = bushes_classic.bushes_descriptions[i][6],
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drawtype = "mesh",
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mesh = "bushes_bush.obj",
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tiles = {"bushes_bush_"..bush_name..".png"},
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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groups = groups,
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sounds = default.node_sound_leaves_defaults(),
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drop = "",
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node_dig_prediction = node_dig_prediction,
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node_placement_prediction = node_placement_prediction,
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after_dig_node = function( pos, oldnode, oldmetadata, digger )
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return plantlife_bushes.after_dig_node(pos, oldnode, oldmetadata, digger);
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end,
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after_place_node = function( pos, placer, itemstack )
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return plantlife_bushes.after_place_node(pos, placer, itemstack);
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end,
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})
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-- do not spawn fruitless bushes
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if bush_name ~= "fruitless" then
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table.insert(bushes_classic.spawn_list, "bushes:"..bush_name.."_bush")
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end
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end
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minetest.register_node(":bushes:basket_empty", {
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description = S("Basket"),
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drawtype = "mesh",
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mesh = "bushes_basket_empty.obj",
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tiles = { "bushes_basket.png" },
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paramtype = "light",
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paramtype2 = "facedir",
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groups = { dig_immediate = 3 },
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is_ground_content = false,
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})
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