nalc_game/mods/farming/nodes.lua
webdesigner97 60ccb522d4 Make farming more flexible
- API {farming.register_hoe(), farming.register_plant()}
- Fertilities -> Plant only grow on soil with a fitting fertility, e.g. Wheat only grows on grassland, while cotton grows in deserts and grassland)
- New soil: Desert Sand
- Place seeds instead of plants
2014-07-05 16:03:24 +02:00

140 lines
4.1 KiB
Lua

minetest.override_item("default:dirt", {
groups = {crumbly=3,soil=1},
soil = {
base = "default:dirt",
dry = "farming:soil",
wet = "farming:soil_wet"
}
})
minetest.override_item("default:dirt_with_grass", {
groups = {crumbly=3,soil=1},
soil = {
base = "default:dirt_with_grass",
dry = "farming:soil",
wet = "farming:soil_wet"
}
})
minetest.register_node("farming:soil", {
description = "Soil",
tiles = {"farming_soil.png", "default_dirt.png"},
drop = "default:dirt",
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory=1, soil=2, grassland = 1},
sounds = default.node_sound_dirt_defaults(),
soil = {
base = "default:dirt",
dry = "farming:soil",
wet = "farming:soil_wet"
}
})
minetest.register_node("farming:soil_wet", {
description = "Wet Soil",
tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
drop = "default:dirt",
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory=1, soil=3, wet = 1, grassland = 1},
sounds = default.node_sound_dirt_defaults(),
soil = {
base = "default:dirt",
dry = "farming:soil",
wet = "farming:soil_wet"
}
})
minetest.override_item("default:desert_sand", {
groups = {crumbly=3, falling_node=1, sand=1, soil = 1},
soil = {
base = "default:desert_sand",
dry = "farming:desert_sand_soil",
wet = "farming:desert_sand_soil_wet"
}
})
minetest.register_node("farming:desert_sand_soil", {
description = "Desert Sand",
tiles = {"farming_desert_sand_soil.png", "default_desert_sand.png"},
is_ground_content = true,
groups = {crumbly=3, not_in_creative_inventory = 1, falling_node=1, sand=1, soil = 2, desert = 1},
sounds = default.node_sound_sand_defaults(),
soil = {
base = "default:desert_sand",
dry = "farming:desert_sand_soil",
wet = "farming:desert_sand_soil_wet"
}
})
minetest.register_node("farming:desert_sand_soil_wet", {
description = "Desert Sand",
drop = "default:desert_sand",
tiles = {"farming_desert_sand_soil_wet.png", "farming_desert_sand_soil_wet_side.png"},
is_ground_content = true,
groups = {crumbly=3, falling_node=1, sand=1, not_in_creative_inventory=1, soil=3, wet = 1, desert = 1},
sounds = default.node_sound_sand_defaults(),
soil = {
base = "default:desert_sand",
dry = "farming:desert_sand_soil",
wet = "farming:desert_sand_soil_wet"
}
})
minetest.register_abm({
nodenames = {"group:soil", "group:wet"},
interval = 5,
chance = 10,
action = function(pos, node)
pos.y = pos.y+1
local nn = minetest.get_node(pos).name
node = minetest.registered_nodes[node.name]
pos.y = pos.y-1
if node.soil == nil or node.soil.wet == nil or node.soil.base == nil or node.soil.dry == nil then
minetest.log("error", "Could not process soil information of node " .. nn)
return
end
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].walkable and minetest.get_item_group(nn, "plant") == 0 and node.name ~= node.soil.base then
minetest.set_node(pos, {name = node.soil.base})
end
-- check if there is water nearby
if minetest.find_node_near(pos, 3, {"group:water"}) then
-- if it is dry soil and not base node, turn it into wet soil
if node.name ~= node.soil.base and minetest.get_item_group(node.name, "wet") == 0 then
minetest.set_node(pos, {name = node.soil.wet})
end
else
-- turn it back into base if it is already dry
if minetest.get_item_group(node.name, "wet") == 0 then
-- only turn it back if there is no plant/seed on top of it
if minetest.get_item_group(nn, "plant") == 0 and minetest.get_item_group(nn, "seed") == 0 then
minetest.set_node(pos, {name = node.soil.base})
end
-- if its wet turn it back into dry soil
elseif minetest.get_item_group(node.name, "wet") == 1 then
minetest.set_node(pos, {name = node.soil.dry})
end
end
end,
})
for i = 1, 5 do
minetest.override_item("default:grass_"..i, {drop = {
max_items = 1,
items = {
{items = {'farming:seed_wheat'},rarity = 5},
{items = {'default:grass_1'}},
}
}})
end
minetest.override_item("default:junglegrass", {drop = {
max_items = 1,
items = {
{items = {'farming:seed_cotton'},rarity = 8},
{items = {'default:junglegrass'}},
}
}})