Change how dirt turns to dirt_with_(something)

This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
This commit is contained in:
Auke Kok 2016-03-31 21:58:59 -07:00 committed by paramat
parent 64fe69f382
commit 7d93272caa

View File

@ -353,32 +353,69 @@ minetest.register_abm({
-- --
-- Grass growing on well-lit dirt -- Convert dirt to something that fits the environment
-- --
minetest.register_abm({ minetest.register_abm({
nodenames = {"default:dirt"}, nodenames = {"default:dirt"},
neighbors = {"air"}, neighbors = {
"default:dirt_with_grass",
"default:dirt_with_dry_grass",
"default:dirt_with_snow",
"default:grass_1",
"default:grass_2",
"default:grass_3",
"default:grass_4",
"default:grass_5",
"default:dry_grass_1",
"default:dry_grass_2",
"default:dry_grass_3",
"default:dry_grass_4",
"default:dry_grass_5",
"default:snow",
},
interval = 6, interval = 6,
chance = 67, chance = 67,
catch_up = false, catch_up = false,
action = function(pos, node) action = function(pos, node)
-- Most likely case, half the time it's too dark for this.
local above = {x = pos.x, y = pos.y + 1, z = pos.z} local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name if (minetest.get_node_light(above) or 0) < 13 then
local nodedef = minetest.registered_nodes[name] return
if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and
nodedef.liquidtype == "none" and
(minetest.get_node_light(above) or 0) >= 13 then
if name == "default:snow" or name == "default:snowblock" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
else
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end end
-- Look for likely neighbors.
local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
"default:dirt_with_dry_grass", "default:dirt_with_snow"})
if p2 then
-- But the node needs to be under air in this case.
local n2 = minetest.get_node(above)
if n2 and n2.name == "air" then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name = n3.name})
return
end
end
-- Anything on top?
local n2 = minetest.get_node(above)
if not n2 then
return
end
local name = n2.name
-- Snow check is cheapest, so comes first.
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
-- Most likely case first.
elseif name:sub(1, 13) == "default:grass" then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif name:sub(1, 17) == "default:dry_grass" then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end end
end end
}) })
-- --
-- Grass and dry grass removed in darkness -- Grass and dry grass removed in darkness
-- --