plantlife_modpack/bushes_classic/nodes.lua

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local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s) return s end
end
plantlife_bushes = {}
-- TODO: add support for nodebreakers? those dig like mese picks
plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
if not (digger and pos and oldnode) then
return
end
-- find out which bush type we are dealing with
local bush_name = ""
local can_harvest = false
if oldnode.name == "bushes:fruitless_bush" then
-- this bush has not grown fruits yet (but will eventually)
bush_name = oldmetadata.fields.bush_type
-- no fruits to be found, so can_harvest stays false
else
local name_parts = oldnode.name:split(":")
if #name_parts >= 2 and name_parts[2] ~= nil then
name_parts = name_parts[2]:split("_")
if #name_parts >= 2 and name_parts[1] ~= nil then
bush_name = name_parts[1]
-- this bush really carries fruits
can_harvest = true
end
end
end
-- find out which tool the digger was wielding (if any)
local toolstack = digger:get_wielded_item()
local capabilities = toolstack:get_tool_capabilities()
-- what the player will get
local harvested
-- failure to find out what the tool can do: destroy the bush and return nothing
local groupcaps = capabilities.groupcaps
if not groupcaps then
return
-- digging with the hand or something like that
elseif groupcaps.snappy then
-- plant a new bush without fruits
minetest.set_node(pos, {type = "node", name = "bushes:fruitless_bush"})
local meta = minetest.get_meta(pos)
meta:set_string('bush_type', bush_name)
-- construct the stack of fruits the player will get
-- only bushes that have grown fruits can actually give fruits
if can_harvest then
local amount = "4"
harvested = "bushes:" .. bush_name .. " " .. amount
end
-- something like a shovel
elseif groupcaps.crumbly then
-- with a chance of 1/3, return 2 bushes
local amount
if math.random(1,3) == 1 then
amount = "2"
else
amount = "1"
end
-- return the bush itself
harvested = "bushes:" .. bush_name .. "_bush "..amount
-- something like an axe
elseif groupcaps.choppy then
-- the amount of sticks may vary
local amount = math.random(4, 20)
-- return some sticks
harvested = "default:stick " .. amount
-- nothing known - destroy the plant
else
return
end
-- give the harvested result to the player
if harvested then
--minetest.chat_send_player("singleplayer","you would now get "..tostring( harvested ) );
local itemstack = ItemStack(harvested)
local inventory = digger:get_inventory()
if inventory:room_for_item("main", itemstack) then
inventory:add_item("main", itemstack)
else
minetest.item_drop(itemstack, digger, pos)
end
end
end
plantlife_bushes.after_place_node = function(pos, placer, itemstack)
if not (itemstack and pos) then
return
end
local name_parts = itemstack:get_name():split(":")
if #name_parts < 2 or name_parts[2] == nil then
return
end
name_parts = name_parts[2]:split("_")
if #name_parts < 2 or name_parts[1] == nil then
return
end
minetest.set_node(pos, {name = "bushes:fruitless_bush"})
local meta = minetest.get_meta(pos)
meta:set_string("bush_type", name_parts[1])
end
-- regrow berries (uses a base abm instead of biome_lib because of the use of metadata).
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minetest.register_abm({
nodenames = {"bushes:fruitless_bush"},
neighbors = {"group:soil", "group:potting_soil"},
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interval = 500,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local bush_name = meta:get_string("bush_type")
if bush_name and bush_name ~= "" then
local dirtpos = {x = pos.x, y = pos.y-1, z = pos.z}
local dirt = minetest.get_node(dirtpos)
local is_soil = minetest.get_item_group(dirt.name, "soil") or minetest.get_item_group(dirt.name, "potting_soil")
if is_soil and (dirt.name == "farming:soil_wet" or math.random(1,3) == 1) then
minetest.set_node( pos, {name = "bushes:" .. bush_name .. "_bush"})
end
end
end
})
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-- Define the basket and bush nodes
for i, bush_name in ipairs(bushes_classic.bushes) do
local desc = bushes_classic.bushes_descriptions[i]
minetest.register_node(":bushes:basket_"..bush_name, {
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description = S("Basket with "..desc.." Pies"),
drawtype = "mesh",
mesh = "bushes_basket_full.obj",
tiles = {
"bushes_basket_pie_"..bush_name..".png",
"bushes_basket.png"
},
paramtype = "light",
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paramtype2 = "facedir",
on_use = minetest.item_eat(18),
groups = { dig_immediate = 3 },
})
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local texture_top, texture_bottom
local groups = {snappy = 3, bush = 1, flammable = 2, attached_node=1}
if bush_name == "mixed_berry" then
bush_name = "fruitless";
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desc = S("currently fruitless");
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texture_top = "bushes_fruitless_bush_top.png"
texture_bottom = "bushes_fruitless_bush_bottom.png"
groups.not_in_creative_inventory = 1
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else
texture_top = "bushes_bush_top.png"
texture_bottom = "bushes_bush_bottom.png"
end
minetest.register_node(":bushes:" .. bush_name .. "_bush", {
description = S(desc.." Bush"),
drawtype = "mesh",
mesh = "bushes_bush.obj",
tiles = {"bushes_bush_"..bush_name..".png"},
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
drop = "",
after_dig_node = function( pos, oldnode, oldmetadata, digger )
return plantlife_bushes.after_dig_node(pos, oldnode, oldmetadata, digger);
end,
after_place_node = function( pos, placer, itemstack )
return plantlife_bushes.after_place_node(pos, placer, itemstack);
end,
})
-- do not spawn fruitless bushes
if bush_name ~= "fruitless" then
table.insert(bushes_classic.spawn_list, "bushes:"..bush_name.."_bush")
end
end
minetest.register_node(":bushes:basket_empty", {
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description = S("Basket"),
drawtype = "mesh",
mesh = "bushes_basket_empty.obj",
tiles = { "bushes_basket.png" },
paramtype = "light",
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paramtype2 = "facedir",
groups = { dig_immediate = 3 },
})