plantlife_modpack/nature_classic/blossom.lua

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-- Blossom
local BLOSSOM_NODE = "nature:blossom"
local BLOSSOM_LEAVES = "default:leaves"
local BLOSSOM_TEXTURES = { "default_leaves.png^nature_blossom.png" }
if minetest.get_modpath("moretrees") then
BLOSSOM_NODE = "moretrees:apple_blossoms"
BLOSSOM_LEAVES = "moretrees:apple_tree_leaves"
BLOSSOM_TEXTURES = { "moretrees_apple_tree_leaves.png^nature_blossom.png" }
minetest.register_alias("nature:blossom", "default:leaves")
end
local BLOSSOM_CHANCE = 15
local BLOSSOM_DELAY = 3600
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local APPLE_CHANCE = 10
local APPLE_SPREAD = 2
local function spawn_apple_under(pos)
local below = {
x = pos.x,
y = pos.y - 1,
z = pos.z,
}
if minetest.get_node(below).name == "air" then
minetest.set_node(below, { name = "default:apple" })
end
end
minetest.register_node(":"..BLOSSOM_NODE, {
description = "Apple blossoms",
drawtype = "allfaces_optional",
tiles = BLOSSOM_TEXTURES,
paramtype = "light",
groups = { snappy = 3, leafdecay = 3, flammable = 2 },
sounds = default.node_sound_leaves_defaults(),
waving = 1
})
minetest.register_craft({
type = "fuel",
recipe = BLOSSOM_NODE,
burntime = 2,
})
-- Blossoming
minetest.register_abm({
nodenames = { BLOSSOM_LEAVES },
interval = BLOSSOM_DELAY,
chance = BLOSSOM_CHANCE,
action = function(pos, node, active_object_count, active_object_count_wider)
if nature:is_near_water(pos) then
nature:grow_node(pos, BLOSSOM_NODE)
end
end
})
-- Removing blossom
minetest.register_abm({
nodenames = { BLOSSOM_NODE },
interval = BLOSSOM_DELAY,
chance = BLOSSOM_CHANCE,
action = function(pos, node, active_object_count, active_object_count_wider)
nature:grow_node(pos, BLOSSOM_LEAVES)
end
})
-- Spawning apples
minetest.register_abm({
nodenames = { BLOSSOM_NODE },
interval = BLOSSOM_DELAY,
chance = APPLE_CHANCE,
action = function(pos, node, active_object_count, active_object_count_wider)
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if not minetest.find_node_near(pos, APPLE_SPREAD, { "default:apple" }) then
spawn_apple_under(pos)
end
end
})