NEW growing routine added

This commit is contained in:
tenplus1 2015-05-20 10:22:04 +01:00
parent e639b28709
commit 7ff3416737
5 changed files with 696 additions and 36 deletions

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@ -13,6 +13,7 @@ This mod works by adding your new plant to the {growing=1} group and numbering t
Changelog:
1.20 - NEW growing routine added that allows crops to grow while player is away doing other things (thanks prestidigitator)
1.14 - Added Green Beans from Crops mod (thanks sofar), little bushels in the wild but need to be grown using beanpoles crafted with 4 sticks (2 either side)
1.13 - Fixed seed double-placement glitch. Mapgen now uses 0.4.12+ for plant generation
1.12 - Player cannot place seeds in protected area, also growing speeds changed to match defaults

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@ -65,7 +65,7 @@ minetest.register_craft({
}
})
-- Define Corn growth stages
-- Define Green Bean growth stages
minetest.register_node("farming:beanpole_1", {
drawtype = "plantlike",
@ -140,7 +140,7 @@ minetest.register_node("farming:beanpole_4", {
sounds = default.node_sound_leaves_defaults(),
})
-- Last stage of Corn growth doesnnot have growing=1 so abm never has to check these
-- Last stage of Green Bean growth does not have growing=1 so abm never has to check these
minetest.register_node("farming:beanpole_5", {
drawtype = "plantlike",

385
init.lua
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@ -1,6 +1,7 @@
--[[
Minetest Farming Redo Mod 1.14 (11th May 2015)
Minetest Farming Redo Mod 1.20 (20th May 2015)
by TenPlus1
NEW growing routine by prestidigitator
]]
farming = {}
@ -8,6 +9,39 @@ farming.mod = "redo"
farming.path = minetest.get_modpath("farming")
farming.hoe_on_use = default.hoe_on_use
farming.DEBUG = false
-- farming.DEBUG = {} -- Uncomment to turn on profiling code/functions
local DEBUG_abm_runs = 0
local DEBUG_abm_time = 0
local DEBUG_timer_runs = 0
local DEBUG_timer_time = 0
if farming.DEBUG then
function farming.DEBUG.reset_times()
DEBUG_abm_runs = 0
DEBUG_abm_time = 0
DEBUG_timer_runs = 0
DEBUG_timer_time = 0
end
function farming.DEBUG.report_times()
local abm_n = DEBUG_abm_runs
local abm_dt = DEBUG_abm_time
local abm_avg = (abm_n > 0 and abm_dt / abm_n) or 0
local timer_n = DEBUG_timer_runs
local timer_dt = DEBUG_timer_time
local timer_avg = (timer_n > 0 and timer_dt / timer_n) or 0
local dt = abm_dt + timer_dt
print("ABM ran for "..abm_dt.."µs over "..abm_n.." runs: "..
abm_avg.."µs/run")
print("Timer ran for "..timer_dt.."µs over "..timer_n.." runs: "..
timer_avg.."µs/run")
print("Total farming time: "..dt.."µs")
end
else
end
local statistics = dofile(farming.path.."/statistics.lua")
dofile(farming.path.."/soil.lua")
dofile(farming.path.."/hoes.lua")
dofile(farming.path.."/grass.lua")
@ -31,6 +65,319 @@ dofile(farming.path.."/donut.lua")
dofile(farming.path.."/mapgen.lua")
dofile(farming.path.."/compatibility.lua") -- Farming Plus compatibility
-- Utility Functions
local time_speed = tonumber(minetest.setting_get("time_speed")) or 72
local SECS_PER_CYCLE = (time_speed > 0 and 24 * 60 * 60/time_speed) or nil
local function clamp(x, min, max)
return (x < min and min) or (x > max and max) or x
end
local function in_range(x, min, max)
return min <= x and x <= max
end
--- Tests the amount of day or night time between two times.
--
-- @param t_game
-- The current time, as reported by mintest.get_gametime().
-- @param t_day
-- The current time, as reported by mintest.get_timeofday().
-- @param dt
-- The amount of elapsed time.
-- @param count_day
-- If true, count elapsed day time. Otherwise, count elapsed night time.
-- @return
-- The amount of day or night time that has elapsed.
--
local function day_or_night_time(t_game, t_day, dt, count_day)
local t1_day = t_day - dt / SECS_PER_CYCLE
local t1_c, t2_c -- t1_c < t2_c and t2_c always in [0, 1)
if count_day then
if t_day < 0.25 then
t1_c = t1_day + 0.75 -- Relative to sunup, yesterday
t2_c = t_day + 0.75
else
t1_c = t1_day - 0.25 -- Relative to sunup, today
t2_c = t_day - 0.25
end
else
if t_day < 0.75 then
t1_c = t1_day + 0.25 -- Relative to sundown, yesterday
t2_c = t_day + 0.25
else
t1_c = t1_day - 0.75 -- Relative to sundown, today
t2_c = t_day - 0.75
end
end
local dt_c = clamp(t2_c, 0, 0.5) - clamp(t1_c, 0, 0.5) -- this cycle
if t1_c < -0.5 then
local nc = math.floor(-t1_c)
t1_c = t1_c + nc
dt_c = dt_c + 0.5 * nc + clamp(-t1_c - 0.5, 0, 0.5)
end
return dt_c * SECS_PER_CYCLE
end
--- Tests the amount of elapsed day time.
--
-- @param dt
-- The amount of elapsed time.
-- @return
-- The amount of day time that has elapsed.
--
local function day_time(dt)
return day_or_night_time(minetest.get_gametime(), minetest.get_timeofday(), dt, true)
end
--- Tests the amount of elapsed night time.
--
-- @param dt
-- The amount of elapsed time.
-- @return
-- The amount of night time that has elapsed.
--
local function night_time(time_game, time_day, dt, count_day)
return day_or_night_time(minetest.get_gametime(), minetest.get_timeofday(), dt, false)
end
-- Growth Logic
local STAGE_LENGTH_AVG = 160.0
local STAGE_LENGTH_DEV = STAGE_LENGTH_AVG / 6
local MIN_LIGHT = 13
local MAX_LIGHT = 1000
--- Determines plant name and stage from node.
--
-- Separates node name on the last underscore (_).
--
-- @param node
-- Node or position table, or node name.
-- @return
-- List (plant_name, stage), or nothing (nil) if node isn't loaded
--
local function plant_name_stage(node)
local name
if type(node) == 'table' then
if node.name then
name = node.name
elseif node.x and node.y and node.z then
node = minetest.get_node_or_nil(node)
name = node and node.name
end
else
name = tostring(node)
end
if not name or name == "ignore" then return nil end
local sep_pos = name:find("_[^_]+$")
if sep_pos and sep_pos > 1 then
local stage = tonumber(name:sub(sep_pos + 1))
if stage and stage >= 0 then
return name:sub(1, sep_pos - 1), stage
end
end
return name, 0
end
--- Map from node name to
-- { plant_name = ..., name = ..., stage = n, stages_left = { node_name, ... } }
local plant_stages = {}
farming.plant_stages = plant_stages
--- Registers the stages of growth of a (possible plant) node.
--
-- @param node
-- Node or position table, or node name.
-- @return
-- The (possibly zero) number of stages of growth the plant will go through
-- before being fully grown, or nil if not a plant.
--
local register_plant_node
-- Recursive helper
local function reg_plant_stages(plant_name, stage, force_last)
local node_name = plant_name and plant_name .. "_" .. stage
local node_def = node_name and minetest.registered_nodes[node_name]
if not node_def then return nil end
local stages = plant_stages[node_name]
if stages then return stages end
if minetest.get_item_group(node_name, "growing") > 0 then
local ns = reg_plant_stages(plant_name, stage + 1, true)
local stages_left = (ns and { ns.name, unpack(ns.stages_left) }) or {}
stages = { plant_name = plant_name, name = node_name, stage = stage, stages_left = stages_left }
if #stages_left > 0 then
local old_constr = node_def.on_construct
local old_destr = node_def.on_destruct
minetest.override_item(node_name,
{
on_construct = function(pos)
if old_constr then old_constr(pos) end
farming.handle_growth(pos)
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
if old_destr then old_destr(pos) end
end,
on_timer = function(pos, elapsed)
return farming.plant_growth_timer(pos, elapsed, node_name)
end,
})
end
elseif force_last then
stages = { plant_name = plant_name, name = node_name, stage = stage, stages_left = {} }
else
return nil
end
plant_stages[node_name] = stages
return stages
end
register_plant_node = function(node)
local plant_name, stage = plant_name_stage(node)
if plant_name then
local stages = reg_plant_stages(plant_name, stage, false)
return stages and #stages.stages_left
else
return nil
end
end
local function set_growing(pos, stages_left)
if not stages_left then return end
local timer = minetest.get_node_timer(pos)
if stages_left > 0 then
if not timer:is_started() then
local stage_length = statistics.normal(STAGE_LENGTH_AVG, STAGE_LENGTH_DEV)
stage_length = clamp(stage_length, 0.5 * STAGE_LENGTH_AVG, 3.0 * STAGE_LENGTH_AVG)
timer:set(stage_length, -0.5 * math.random() * STAGE_LENGTH_AVG)
end
elseif timer:is_started() then
timer:stop()
end
end
--- Detects a plant type node at the given position, starting or stopping the plant growth timer as appopriate
--
-- @param pos
-- The node's position.
-- @param node
-- The cached node table if available, or nil.
--
function farming.handle_growth(pos, node)
if not pos then return end
local stages_left = register_plant_node(node or pos)
if stages_left then set_growing(pos, stages_left) end
end
minetest.after(0,
function()
for _, node_def in pairs(minetest.registered_nodes) do
register_plant_node(node_def)
end
end)
local abm_func = farming.handle_growth
if farming.DEBUG then
local normal_abm_func = abm_func
abm_func = function(...)
local t0 = minetest.get_us_time()
local r = { normal_abm_func(...) }
local t1 = minetest.get_us_time()
DEBUG_abm_runs = DEBUG_abm_runs + 1
DEBUG_abm_time = DEBUG_abm_time + (t1 - t0)
return unpack(r)
end
end
-- Just in case a growing type or added node is missed (also catches existing
-- nodes added to map before timers were incorporated).
minetest.register_abm({
nodenames = { "group:growing" },
interval = 300,
chance = 1,
action = abm_func})
--- Plant timer function.
--
-- Grows plants under the right conditions.
--
function farming.plant_growth_timer(pos, elapsed, node_name)
local stages = plant_stages[node_name]
if not stages then return false end
local max_growth = #stages.stages_left
if max_growth <= 0 then return false end
if stages.plant_name == "farming:cocoa" then
if not minetest.find_node_near(pos, 1, { "default:jungletree", "moretrees:jungletree_leaves_green" }) then
return true
end
else
local under = minetest.get_node_or_nil({ x = pos.x, y = pos.y - 1, z = pos.z })
if not under or under.name ~= "farming:soil_wet" then return true end
end
local growth
local light_pos = { x = pos.x, y = pos.y + 1, z = pos.z }
local lambda = elapsed / STAGE_LENGTH_AVG
if lambda < 0.1 then return true end
if max_growth == 1 or lambda < 2.0 then
local light = minetest.get_node_light(light_pos)
if not in_range(light, MIN_LIGHT, MAX_LIGHT) then return true end
growth = 1
else
local night_light = minetest.get_node_light(light_pos, 0)
local day_light = minetest.get_node_light(light_pos, 0.5)
local night_growth = in_range(night_light, MIN_LIGHT, MAX_LIGHT)
local day_growth = in_range(day_light, MIN_LIGHT, MAX_LIGHT)
if not night_growth then
if not day_growth then return true end
lambda = day_time(elapsed) / STAGE_LENGTH_AVG
elseif not day_growth then
lambda = night_time(elapsed) / STAGE_LENGTH_AVG
end
growth = statistics.poisson(lambda, max_growth)
if growth < 1 then return true end
end
minetest.swap_node(pos, { name = stages.stages_left[growth] })
return growth ~= max_growth
end
if farming.DEBUG then
local timer_func = farming.plant_growth_timer;
farming.plant_growth_timer = function(pos, elapsed, node_name)
local t0 = minetest.get_us_time()
local r = { timer_func(pos, elapsed, node_name) }
local t1 = minetest.get_us_time()
DEBUG_timer_runs = DEBUG_timer_runs + 1
DEBUG_timer_time = DEBUG_timer_time + (t1 - t0)
return unpack(r)
end
end
-- Place Seeds on Soil
function farming.place_seed(itemstack, placer, pointed_thing, plantname)
@ -72,38 +419,6 @@ function farming.place_seed(itemstack, placer, pointed_thing, plantname)
end
end
-- Single ABM Handles Growing of All Plants
minetest.register_abm({
nodenames = {"group:growing"},
neighbors = {"farming:soil_wet", "default:jungletree"},
interval = 80,
chance = 2,
action = function(pos, node)
-- split plant name (e.g. farming:wheat_1)
local plant = node.name:split("_")[1].."_"
local numb = node.name:split("_")[2]
-- fully grown ?
if not minetest.registered_nodes[plant..(numb + 1)] then return end
-- cocoa pod on jungle tree ?
if plant ~= "farming:cocoa_" then
-- growing on wet soil ?
if minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}).name ~= "farming:soil_wet" then return end
end
-- enough light ?
if minetest.get_node_light(pos) < 13 then return end
-- grow
minetest.set_node(pos, {name=plant..(numb + 1)})
end
})
-- Function to register plants (for compatibility)
@ -163,7 +478,8 @@ farming.register_plant = function(name, def)
g = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1}
end
minetest.register_node(mname .. ":" .. pname .. "_" .. i, {
local node_name = mname .. ":" .. pname .. "_" .. i
minetest.register_node(node_name, {
drawtype = "plantlike",
waving = 1,
tiles = {mname .. "_" .. pname .. "_" .. i .. ".png"},
@ -176,6 +492,7 @@ farming.register_plant = function(name, def)
groups = g,
sounds = default.node_sound_leaves_defaults(),
})
register_plant_node(node_name)
end
-- Return info

192
init.lua_orig Normal file
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@ -0,0 +1,192 @@
--[[
Minetest Farming Redo Mod 1.14 (11th May 2015)
by TenPlus1
]]
farming = {}
farming.mod = "redo"
farming.path = minetest.get_modpath("farming")
farming.hoe_on_use = default.hoe_on_use
dofile(farming.path.."/soil.lua")
dofile(farming.path.."/hoes.lua")
dofile(farming.path.."/grass.lua")
dofile(farming.path.."/wheat.lua")
dofile(farming.path.."/cotton.lua")
dofile(farming.path.."/carrot.lua")
dofile(farming.path.."/potato.lua")
dofile(farming.path.."/tomato.lua")
dofile(farming.path.."/cucumber.lua")
dofile(farming.path.."/corn.lua")
dofile(farming.path.."/coffee.lua")
dofile(farming.path.."/melon.lua")
dofile(farming.path.."/sugar.lua")
dofile(farming.path.."/pumpkin.lua")
dofile(farming.path.."/cocoa.lua")
dofile(farming.path.."/raspberry.lua")
dofile(farming.path.."/blueberry.lua")
dofile(farming.path.."/rhubarb.lua")
dofile(farming.path.."/beanpole.lua")
dofile(farming.path.."/donut.lua")
dofile(farming.path.."/mapgen.lua")
dofile(farming.path.."/compatibility.lua") -- Farming Plus compatibility
-- Place Seeds on Soil
function farming.place_seed(itemstack, placer, pointed_thing, plantname)
local pt = pointed_thing
-- check if pointing at a node
if not pt and pt.type ~= "node" then
return
end
local under = minetest.get_node(pt.under)
local above = minetest.get_node(pt.above)
-- check if pointing at the top of the node
if pt.above.y ~= pt.under.y+1 then
return
end
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name]
or not minetest.registered_nodes[above.name] then
return
end
-- can I replace above node, and am I pointing at soil
if not minetest.registered_nodes[above.name].buildable_to
or minetest.get_item_group(under.name, "soil") < 2
or minetest.get_item_group(above.name, "plant") ~= 0 then -- ADDED this line for multiple seed placement bug
return
end
-- add the node and remove 1 item from the itemstack
if not minetest.is_protected(pt.above, placer:get_player_name()) then
minetest.add_node(pt.above, {name=plantname})
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
end
-- Single ABM Handles Growing of All Plants
minetest.register_abm({
nodenames = {"group:growing"},
neighbors = {"farming:soil_wet", "default:jungletree"},
interval = 80,
chance = 2,
action = function(pos, node)
-- split plant name (e.g. farming:wheat_1)
local plant = node.name:split("_")[1].."_"
local numb = node.name:split("_")[2]
-- fully grown ?
if not minetest.registered_nodes[plant..(numb + 1)] then return end
-- cocoa pod on jungle tree ?
if plant ~= "farming:cocoa_" then
-- growing on wet soil ?
if minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}).name ~= "farming:soil_wet" then return end
end
-- enough light ?
if minetest.get_node_light(pos) < 13 then return end
-- grow
minetest.set_node(pos, {name=plant..(numb + 1)})
end
})
-- Function to register plants (for compatibility)
farming.register_plant = function(name, def)
local mname = name:split(":")[1]
local pname = name:split(":")[2]
-- Check def table
if not def.description then
def.description = "Seed"
end
if not def.inventory_image then
def.inventory_image = "unknown_item.png"
end
if not def.steps then
return nil
end
-- Register seed
minetest.register_node(":" .. mname .. ":seed_" .. pname, {
description = def.description,
tiles = {def.inventory_image},
inventory_image = def.inventory_image,
wield_image = def.inventory_image,
drawtype = "signlike",
groups = {seed = 1, snappy = 3, attached_node = 1},
paramtype = "light",
paramtype2 = "wallmounted",
walkable = false,
sunlight_propagates = true,
selection_box = {type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},},
on_place = function(itemstack, placer, pointed_thing)
return farming.place_seed(itemstack, placer, pointed_thing, mname .. ":"..pname.."_1")
end
})
-- Register harvest
minetest.register_craftitem(":" .. mname .. ":" .. pname, {
description = pname:gsub("^%l", string.upper),
inventory_image = mname .. "_" .. pname .. ".png",
})
-- Register growing steps
for i=1,def.steps do
local drop = {
items = {
{items = {mname .. ":" .. pname}, rarity = 9 - i},
{items = {mname .. ":" .. pname}, rarity= 18 - i * 2},
{items = {mname .. ":seed_" .. pname}, rarity = 9 - i},
{items = {mname .. ":seed_" .. pname}, rarity = 18 - i * 2},
}
}
local g = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, growing = 1}
-- Last step doesn't need growing=1 so Abm never has to check these
if i == def.steps then
g = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1}
end
minetest.register_node(mname .. ":" .. pname .. "_" .. i, {
drawtype = "plantlike",
waving = 1,
tiles = {mname .. "_" .. pname .. "_" .. i .. ".png"},
paramtype = "light",
walkable = false,
buildable_to = true,
is_ground_content = true,
drop = drop,
selection_box = {type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},},
groups = g,
sounds = default.node_sound_leaves_defaults(),
})
end
-- Return info
local r = {seed = mname .. ":seed_" .. pname, harvest = mname .. ":" .. pname}
return r
end
--[[ Cotton (example, is already registered in cotton.lua)
farming.register_plant("farming:cotton", {
description = "Cotton seed",
inventory_image = "farming_cotton_seed.png",
steps = 8,
})
--]]

150
statistics.lua Normal file
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@ -0,0 +1,150 @@
local statistics = {}
local ROOT_2 = math.sqrt(2.0)
-- Approximations for erf(x) and erfInv(x) from
-- https://en.wikipedia.org/wiki/Error_function
local erf
local erf_inv
local A = 8 * (math.pi - 3.0)/(3.0 * math.pi * (4.0 - math.pi))
local B = 4.0 / math.pi
local C = 2.0/(math.pi * A)
local D = 1.0 / A
erf = function(x)
if x == 0 then return 0; end
local xSq = x * x
local aXSq = A * xSq
local v = math.sqrt(1.0 - math.exp(-xSq * (B + aXSq)/(1.0 + aXSq)))
return (x > 0 and v) or -v
end
erf_inv = function(x)
if x == 0 then return 0; end
if x <= -1 or x >= 1 then return nil; end
local y = math.log(1 - x * x)
local u = C + 0.5 * y
local v = math.sqrt(math.sqrt(u * u - D * y) - u)
return (x > 0 and v) or -v
end
local function std_normal(u)
return ROOT_2 * erf_inv(2.0 * u - 1.0)
end
local poisson
local cdf_table = {}
local function generate_cdf(lambda_index, lambda)
local max = math.ceil(4 * lambda)
local pdf = math.exp(-lambda)
local cdf = pdf
local t = { [0] = pdf }
for i = 1, max - 1 do
pdf = pdf * lambda / i
cdf = cdf + pdf
t[i] = cdf
end
return t
end
for li = 1, 100 do
cdf_table[li] = generate_cdf(li, 0.25 * li)
end
poisson = function(lambda, max)
if max < 2 then
return (math.random() < math.exp(-lambda) and 0) or 1
elseif lambda >= 2 * max then
return max
end
local u = math.random()
local lambda_index = math.floor(4 * lambda + 0.5)
local cdfs = cdf_table[lambda_index]
if cdfs then
lambda = 0.25 * lambda_index
if u < cdfs[0] then return 0; end
if max > #cdfs then max = #cdfs + 1 else max = math.floor(max); end
if u >= cdfs[max - 1] then return max; end
if max > 4 then -- Binary search
local s = 0
while s + 1 < max do
local m = math.floor(0.5 * (s + max))
if u < cdfs[m] then max = m; else s = m; end
end
else
for i = 1, max - 1 do
if u < cdfs[i] then return i; end
end
end
return max
else
local x = lambda + math.sqrt(lambda) * std_normal(u)
return (x < 0.5 and 0) or (x >= max - 0.5 and max) or math.floor(x + 0.5)
end
end
-- Error function.
statistics.erf = erf
-- Inverse error function.
statistics.erf_inv = erf_inv
--- Standard normal distribution function (mean 0, standard deviation 1).
--
-- @return
-- Any real number (actually between -3.0 and 3.0).
--
statistics.std_normal = function()
local u = math.random()
if u < 0.001 then
return -3.0
elseif u > 0.999 then
return 3.0
end
return std_normal(u)
end
--- Standard normal distribution function (mean 0, standard deviation 1).
--
-- @param mu
-- The distribution mean.
-- @param sigma
-- The distribution standard deviation.
-- @return
-- Any real number (actually between -3*sigma and 3*sigma).
--
statistics.normal = function(mu, sigma)
local u = math.random()
if u < 0.001 then
return mu - 3.0 * sigma
elseif u > 0.999 then
return mu + 3.0 * sigma
end
return mu + sigma * std_normal(u)
end
--- Poisson distribution function.
--
-- @param lambda
-- The distribution mean and variance.
-- @param max
-- The distribution maximum.
-- @return
-- An integer between 0 and max (both inclusive).
--
statistics.poisson = function(lambda, max)
lambda, max = tonumber(lambda), tonumber(max)
if not lambda or not max or lambda <= 0 or max < 1 then return 0; end
return poisson(lambda, max)
end
return statistics