farming/soil.lua
2015-07-05 10:54:18 +01:00

60 lines
1.9 KiB
Lua

-- normal soil
minetest.register_node("farming:soil", {
description = "Soil",
tiles = {"farming_soil.png", "default_dirt.png"},
drop = "default:dirt",
groups = {crumbly = 3, not_in_creative_inventory = 1, soil = 2},
sounds = default.node_sound_dirt_defaults(),
})
-- sand is not soil, change existing sand-soil to use normal soil
minetest.register_alias("farming:desert_sand_soil", "farming:soil")
-- wet soil
minetest.register_node("farming:soil_wet", {
description = "Wet Soil",
tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
drop = "default:dirt",
groups = {crumbly = 3, not_in_creative_inventory = 1, soil = 3},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_alias("farming:desert_sand_soil_wet", "farming:soil_wet")
-- if water near soil then change to wet soil
minetest.register_abm({
nodenames = {"farming:soil", "farming:soil_wet"},
interval = 15,
chance = 4,
action = function(pos, node)
pos.y = pos.y + 1
local nn = minetest.get_node_or_nil(pos)
pos.y = pos.y - 1
if nn then nn = nn.name else return end
-- what's on top of soil, if solid/not plant change soil to dirt
if minetest.registered_nodes[nn]
and minetest.registered_nodes[nn].walkable
and minetest.get_item_group(nn, "plant") == 0 then
minetest.set_node(pos, {name = "default:dirt"})
return
end
-- if map around soil not loaded then skip until loaded
if minetest.find_node_near(pos, 3, {"ignore"}) then
return
end
-- check if there is water nearby and change soil accordingly
if minetest.find_node_near(pos, 3, {"group:water"}) then
if node.name == "farming:soil" then
minetest.set_node(pos, {name = "farming:soil_wet"})
end
elseif node.name == "farming:soil_wet" then
minetest.set_node(pos, {name = "farming:soil"})
elseif node.name == "farming:soil" then
minetest.set_node(pos, {name = "default:dirt"})
end
end,
})