add API function to choose a random wall

(rather than always the first found)

move API.txt into plants_lib dir
moderate re-formatting of API.txt, accounting for tab width = 4 spaces.
This commit is contained in:
Vanessa Ezekowitz 2015-02-16 22:22:51 -05:00
parent 01555c10c1
commit 0c6db75383
2 changed files with 260 additions and 281 deletions

View File

@ -1,6 +1,6 @@
This document describes the Plantlife mod API.
Last revision: 2014-05-24
Last revision: 2015-02-16
=========
@ -64,9 +64,9 @@ biome = {
spawn_delay = number, -- same as sdelay, above.
spawn_chance = number, -- same as schance, above.
spawn_surfaces = {table}, -- List of node names on which the plants
-- should be spawned. As with the single-
-- node "ssurface" option in the legacy API,
-- you should not put stone, air, etc. here.
-- should be spawned. As with the single-node "ssurface"
-- option in the legacy API, you should not put stone, air,
-- etc. here.
---- From here down are a number of optional parameters. You will
---- most likely want to use at least some of these to limit how and
@ -74,151 +74,132 @@ biome = {
avoid_nodes = {table}, -- same meaning as savoid, above
avoid_radius = num, -- same as sradius
seed_diff = num, -- The Perlin seed difference value passed to
-- the minetest.get_perlin() function.
-- Used along with the global Perlin controls
-- below to create the "biome" in which the
-- plants will spawn. Defaults to 0 if not
-- provided.
light_min = num, -- Minimum amount of light necessary to make a
-- plant spawn. Defaults to 0.
light_max = num, -- Maximum amount of light needed to spawn.
-- Defaults to the engine's MAX_LIGHT value of
-- 14.
neighbors = {table}, -- List of neighboring nodes that need to be
-- immediately next to the node the plant is
-- about to spawn on. Can also be a string
-- with a single node name. It is both passed
-- to the ABM as the "neighbors" parameter,
-- and is used to manually check the
-- adjacent nodes. It only takes one of these
-- for the spawn routine to mark the target as
-- spawnable. Defaults to nil (ignored).
ncount = num, -- There must be at least this many of the
-- above neighbors in the eight spaces
-- immediately surrounding the node the plant
-- is about to spawn on for it to happen. If
-- not provided, this check is disabled.
facedir = num, -- The value passed to the param2 variable
-- when adding the node to the map. Defaults
-- to 0. Be sure that the value you use here
-- (and the range thereof) is appropriate for
-- the type of node you're spawning.
random_facedir = {table}, -- If set, the table should contain two
-- values. If they're both provided, the
-- spawned plant will be given a random
-- facedir value in the range specified by
-- these two numbers. Overrides the facedir
-- parameter above, if it exists. Use {0,3}
-- if you want the full range for wallmounted
-- nodes, or {2,5} for most everything else,
-- or any other pair of numbers in the 0 to 5
-- range, as appropriate for the node you want
-- to spawn.
verticals_list = {table}, -- List of nodes that should be considered
-- to be natural walls.
alt_wallnode = "string", -- If specified, this node will be
-- substituted in place of the plant(s)
-- defined by spawn_plants above, if the spawn
-- target has one or more adjacent walls. In
-- such a case, the two above facedir
-- parameters will be ignored.
depth_max = num, -- If the object spawns on top of a water
-- source, the water must be at most this
-- deep. Defaults to 1 node.
min_elevation = num, -- Surface must be at this altitude or higher
-- to spawn at all. Defaults to -31000...
max_elevation = num, -- ...but must be no higher than this
-- altitude. Defaults to +31000.
near_nodes = {table}, -- List of nodes that must be somewhere in the
-- vicinity in order for the plant to spawn.
-- Can also be a string with a single node
-- name. If not provided, this check is
-- disabled.
seed_diff = num, -- The Perlin seed difference value passed to the
-- minetest.get_perlin() function. Used along with
-- the global Perlin controls below to create the
-- "biome" in which the plants will spawn. Defaults
-- to 0 if not provided.
light_min = num, -- Minimum amount of light necessary to make a plant
-- spawn. Defaults to 0.
light_max = num, -- Maximum amount of light needed to spawn. Defaults
-- to the engine's MAX_LIGHT value of 14.
neighbors = {table}, -- List of neighboring nodes that need to be
-- immediately next to the node the plant is about to
-- spawn on. Can also be a string with a single node
-- name. It is both passed to the ABM as the
-- "neighbors" parameter, and is used to manually
-- check the adjacent nodes. It only takes one of
-- these for the spawn routine to mark the target as
-- spawnable. Defaults to nil (ignored).
ncount = num, -- There must be at least this many of the above
-- neighbors in the eight spaces immediately
-- surrounding the node the plant is about to spawn on
-- for it to happen. If not provided, this check is
-- disabled.
facedir = num, -- The value passed to the param2 variable when adding
-- the node to the map. Defaults to 0. Be sure that
-- the value you use here (and the range thereof) is
-- appropriate for the type of node you're spawning.
random_facedir = {table}, -- If set, the table should contain two values.
-- If they're both provided, the spawned plant will be
-- given a random facedir value in the range specified
-- by these two numbers. Overrides the facedir
-- parameter above, if it exists. Use {0,3} if you
-- want the full range for wallmounted nodes, or {2,5}
-- for most everything else, or any other pair of
-- numbers appropriate for the node you want to spawn.
depth_max = num, -- If the object spawns on top of a water source, the
-- water must be at most this deep. Defaults to 1.
min_elevation = num, -- Surface must be at this altitude or higher to
-- spawn at all. Defaults to -31000...
max_elevation = num, -- ...but must be no higher than this altitude.
-- Defaults to +31000.
near_nodes = {table}, -- List of nodes that must be somewhere in the
-- vicinity in order for the plant to spawn. Can also
-- be a string with a single node name. If not
-- provided, this check is disabled.
near_nodes_size = num, -- How large of an area to check for the above
-- node. Specifically, this checks a flat
-- horizontal area centered on the node to be
-- spawned on. Defaults to 0, but is ignored
-- if the above near_nodes value is not set.
near_nodes_vertical = num, -- Used with the size value above, this
-- extends the vertical range of the near
-- nodes search. Basically, this turns the
-- flat region described above into a cuboid
-- region. The area to be checked will extend
-- this high AND this low above/below the
-- target node, centered thereon. Defaults to
-- 1 (check only the layer above, the layer
-- at, and the layer below the target node),
-- but is ignored if near_nodes is not set.
near_nodes_count = num, -- How many of the above nodes must be within
-- that radius. Defaults to 1 but is ignored
-- if near_nodes isn't set. Bear in mind that
-- the total area to be checked is equal to
-- (near_nodes_size^2)*near_nodes_vertical*2.
-- so for example, if size is 10 and vertical
-- is 4 then the area is (10^2)*8 = 800 nodes
-- in size, so you'll want to make sure you
-- specify a value appropriate for the amount
-- in question.
air_size = num, -- How large of an area to check for air
-- above and around the target. If omitted,
-- only the space above the target is checked.
-- This does not check for air at the sides or
-- below the target.
air_count = num, -- How many of the surrounding nodes need to
-- be air for the above check to return true.
-- If omitted, only the space above the target
-- is checked.
plantlife_limit = num, -- The value compared against the generic
-- "plants can grow here" Perlin noise layer.
-- Smaller numbers result in more abundant
-- plants. Range of -1 to +1, with values in
-- the range of about 0 to 0.5 being most
-- useful. Defaults to 0.1.
temp_min = num, -- Minimum temperature needed for the desired
-- object to spawn. This is a 2d Perlin
-- value, which has an inverted range of +1 to
-- -1. Larger values represent *colder*
-- temperatures, so this value is actually the
-- upper end of the desired Perlin range. See
-- the temperature map section at the bottom
-- of this document for details on how these
-- values work. Defaults to +1 (unlimited
-- coldness).
temp_max = num, -- Maximum temperature/lower end of the Perlin
-- range. Defaults to -1 (unlimited heat).
humidity_min = num, -- Minimum humidity for the plant to spawn in.
-- Like the temperature map, this is a Perlin
-- value where lower numbers mean more
-- humidity in the area. Defaults to +1 (0%
-- relative humidity).
-- node. Specifically, this checks a flat, horizontal
-- area centered on the node to be spawned on.
-- Defaults to 0, but is ignored if the above
-- near_nodes value is not set.
near_nodes_vertical = num, -- Used with the size value above, this extends
-- the vertical range of the near nodes search.
-- Basically, this turns the flat region described
-- above into a cuboid region. The area to be checked
-- will extend this high and this low above/below the
-- target node, centered thereon. Defaults to 1 (only
-- check the layer above, the layer at, and the layer
-- below the target node), but is ignored if
-- near_nodes is not set.
near_nodes_count = num, -- How many of the above nodes must be within that
-- radius. Defaults to 1 but is ignored if near_nodes
-- isn't set. Bear in mind that the total area to be
-- checked is equal to:
-- (near_nodes_size^2)*near_nodes_vertical*2
-- For example, if size is 10 and vertical is 4, then
-- the area is (10^2)*8 = 800 nodes in size, so you'll
-- want to make sure you specify a value appropriate
-- for the size of the area being tested.
air_size = num, -- How large of an area to check for air above and
-- around the target. If omitted, only the space
-- above the target is checked. This does not check
-- for air at the sides or below the target.
air_count = num, -- How many of the surrounding nodes need to be air
-- for the above check to return true. If omitted,
-- only the space above the target is checked.
plantlife_limit = num, -- The value compared against the generic "plants
-- can grow here" Perlin noise layer. Smaller numbers
-- result in more abundant plants. Range of -1 to +1,
-- with values in the range of about 0 to 0.5 being
-- most useful. Defaults to 0.1.
temp_min = num, -- Minimum temperature needed for the desired object
-- to spawn. This is a 2d Perlin value, which has an
-- inverted range of +1 to -1. Larger values
-- represent *colder* temperatures, so this value is
-- actually the upper end of the desired Perlin range.
-- See the temperature map section at the bottom of
-- this document for details on how these values work.
-- Defaults to +1 (unlimited coldness).
temp_max = num, -- Maximum temperature/lower end of the Perlin range.
-- Defaults to -1 (unlimited heat).
humidity_min = num, -- Minimum humidity for the plant to spawn in. Like
-- the temperature map, this is a Perlin value where
-- lower numbers mean more humidity in the area.
-- Defaults to +1 (0% humidity).
humidity_max = num, -- Maximum humidity for the plant to spawn at.
-- Defaults to -1 (100% humidity).
spawn_on_side = bool, -- Set this to true to spawn the node on one
-- side of the target node rather than the
-- top. The code will search for an airspace
-- to the side of the target, then spawn the
-- plant at the first one found. The above
-- facedir and random_facedir parameters are
-- ignored in this case. If the above
-- parameters for selecting generic wall nodes
-- are provided, this option is ignored.
-- Important note: the facedir values assigned
-- by this option only make sense with
-- wallmounted nodes (nodes which don't use
-- facedir won't be affected).
-- Defaults to -1 (100% humidity).
verticals_list = {table}, -- List of nodes that should be considered to be
-- natural walls.
alt_wallnode = "string", -- If specified, this node will be substituted in
-- place of the plant(s) defined by spawn_plants
-- above, if the spawn target has one or more adjacent
-- walls. In such a case, the two above facedir
-- parameters will be ignored.
spawn_on_side = bool, -- Set this to true to immediately spawn the node on
-- one side of the target node rather than the top.
-- The code will search for an airspace to the side of
-- the target, then spawn the plant at the first one
-- found. The above facedir and random_facedir
-- parameters are ignored in this case. If the above
-- parameters for selecting generic wall nodes are
-- provided, this option is ignored. Important note:
-- the facedir values assigned by this option only
-- make sense with wallmounted nodes (nodes which
-- don't use facedir won't be affected).
choose_random_wall = bool, -- if set to true, and searching for walls is
-- being done, just pick any random wall if there is
-- one, rather than returning the first one.
spawn_on_bottom = bool, -- If set to true, spawn the object below the
-- target node instead of above it. The above
-- spawn_on_side variable takes precedence
-- over this one if both happen to be true.
-- When using this option with the random
-- facedir function above, the values given to
-- the facedir parameter are for regular
-- nodes, not wallmounted.
spawn_replace_node = bool, -- If set to true, the target node itself
-- is replaced by the spawned object.
-- Overrides the spawn_on_bottom and
-- spawn_on_side settings.
-- target node instead of above it. The above
-- spawn_on_side variable takes precedence over this
-- one if both happen to be true. When using this
-- option with the random facedir function above, the
-- values given to the facedir parameter are for
-- regular nodes, not wallmounted.
spawn_replace_node = bool, -- If set to true, the target node itself is
-- replaced by the spawned object. Overrides the
-- spawn_on_bottom and spawn_on_side settings.
}
[*] spawn_plants must be either a table or a string. If it's a table, the
@ -250,87 +231,78 @@ here than are available in the ABM-based spawner, as some stuff doesn't make
sense at map-generation time.
biome = {
surface = something, -- What node(s). May be a string such as
-- "default:dirt_with_grass" or a table with
-- multiple such entries.
surface = something, -- What node(s). May be a string such as
-- "default:dirt_with_grass" or a table with
-- multiple such entries.
---- Everything else is optional, but you'll definitely want to use
---- some of these other fields to limit where and under what
---- conditions the objects are spawned.
below_nodes = {table}, -- List of nodes that must be below the target
-- node. Useful in snow biomes to keep
-- objects from spawning in snow that's on the
-- wrong surface for that object.
avoid_nodes = {table}, -- List of nodes to avoid when spawning.
-- Groups are not supported here.
avoid_radius = num, -- how much distance to leave between the
-- object to be added and the objects to be
-- avoided. If this or the avoid_nodes value
-- is nil or omitted, this check is skipped.
-- Avoid using excessively large radii or you
-- will slow down the map generator.
rarity = num, -- how rare should this object be in its
-- biome? Larger values make objects more
-- rare, via: math.random(1,100) > this
max_count = num, -- The absolute maximum number of your object
-- that should be allowed to spawn in a 5x5x5
-- mapblock area (80x80x80 nodes). Defaults
-- to 5, but be sure you set this to some
-- reasonable value depending on your object
-- and its size if 5 is insufficient.
seed_diff = num, -- perlin seed-diff value. Defaults to 0,
-- which causes the function to inherit the
-- global value of 329.
neighbors = {table}, -- What ground nodes must be right next to and
-- at the same elevation as the node to be
-- spawned on.
ncount = num, -- at least this many of the above nodes must
-- be next to the node to spawn on. Any value
-- greater than 8 will probably cause the code
-- to never spawn anything. Defaults to 0.
depth = num, -- how deep/thick of a layer the spawned-on
-- node must be. Typically used for water.
min_elevation = num, -- minimum elevation in meters/nodes.
-- Defaults to -31000 (unlimited).
max_elevation = num, -- maximum elevation. Defaults to +31000
-- (unlimited).
near_nodes = {table}, -- what nodes must be in the general vicinity
-- of the object being spawned.
near_nodes_size = num, -- how wide of a search area to look for
-- the nodes in that list.
near_nodes_vertical = num, -- How high/low of an area to search from
-- the target node.
near_nodes_count = num, -- at least this many of those nodes must be
-- in the area.
plantlife_limit = num, -- The value compared against the generic
-- "plants can grow here" Perlin noise layer.
-- Smaller numbers result in more abundant
-- plants. Range of -1 to +1, with values in
-- the range of about 0 to 0.5 being most
-- useful. Defaults to 0.1.
temp_min = num, -- coldest allowable temperature for a plant
-- to spawn (that is, the highest Perlin
-- temperature map value).
temp_max = num, -- warmest allowable temperature to spawn a
-- plant (lowest Perlin temperature value).
verticals_list = {table}, -- Same as with the spawn_on_surfaces
-- function.
check_air = bool, -- Flag to tell the mapgen code to check for
-- air above the spawn target. Defaults to
-- true if not explicitly set to false.
delete_above = bool, -- Flag to tell the mapgen code to delete the
-- two nodes directly above the spawn target
-- just before adding the plant or tree.
-- Useful when generating in snow biomes.
-- Defaults to false.
below_nodes = {table}, -- List of nodes that must be below the target
-- node. Useful in snow biomes to keep objects from
-- spawning in snow that's on the wrong surface for
-- that object.
avoid_nodes = {table}, -- List of nodes to avoid when spawning. Groups are
-- not supported here.
avoid_radius = num, -- How much distance to leave between the object to be
-- added and the objects to be avoided. If this or
-- the avoid_nodes value is nil/omitted, this check is
-- skipped. Avoid using excessively large radii.
rarity = num, -- How rare should this object be in its biome? Larger
-- values make objects more rare, via:
-- math.random(1,100) > this
max_count = num, -- The absolute maximum number of your object that
-- should be allowed to spawn in a 5x5x5 mapblock area
-- (80x80x80 nodes). Defaults to 5, but be sure you
-- set this to some reasonable value depending on your
-- object and its size if 5 is insufficient.
seed_diff = num, -- Perlin seed-diff value. Defaults to 0, which
-- causes the function to inherit the global value of
-- 329.
neighbors = {table}, -- What ground nodes must be right next to and at the
-- same elevation as the node to be spawned on.
ncount = num, -- At least this many of the above nodes must be next
-- to the node to spawn on. Any value greater than 8
-- will probably cause the code to never spawn
-- anything. Defaults to 0.
depth = num, -- How deep/thick of a layer the spawned-on node must
-- be. Typically used for water.
min_elevation = num, -- Minimum elevation in meters/nodes. Defaults to
-- -31000 (unlimited).
max_elevation = num, -- Max elevation. Defaults to +31000 (unlimited).
near_nodes = {table}, -- what nodes must be in the general vicinity of the
-- object being spawned.
near_nodes_size = num, -- how wide of a search area to look for the nodes
-- in that list.
near_nodes_vertical = num, -- How high/low of an area to search from the
-- target node.
near_nodes_count = num, -- at least this many of those nodes must be in
-- the area.
plantlife_limit = num, -- The value compared against the generic "plants
-- can grow here" Perlin noise layer. Smaller numbers
-- result in more abundant plants. Range of -1 to +1,
-- with values in the range of about 0 to 0.5 being
-- most useful. Defaults to 0.1.
temp_min = num, -- Coldest allowable temperature for a plant to spawn
-- (that is, the largest Perlin value).
temp_max = num, -- warmest allowable temperature to spawn a plant
-- (lowest Perlin value).
verticals_list = {table}, -- Same as with the spawn_on_surfaces function.
check_air = bool, -- Flag to tell the mapgen code to check for air above
-- the spawn target. Defaults to true if not
-- explicitly set to false. Set this to false VERY
-- SPARINGLY, as it will slow the map generator down.
delete_above = bool, -- Flag to tell the mapgen code to delete the two
-- nodes directly above the spawn target just before
-- adding the plant or tree. Useful when generating
-- in snow biomes. Defaults to false.
delete_above_surround = bool, -- Flag to tell the mapgen code to also
-- delete the four nodes surrounding the above
-- space, and the four nodes above those,
-- resulting in a two-node-deep cross-shaped
-- empty region above the spawn target.
-- Useful when adding trees to snow biomes.
-- Defaults to false.
-- delete the five nodes surrounding the above space,
-- and the five nodes above those, resulting in a two-
-- node-deep cross-shaped empty region above/around
-- the spawn target. Useful when adding trees to snow
-- biomes. Defaults to false.
spawn_replace_node = bool, -- same as with the ABM spawner.
random_facedir = {table}, -- same as with the ABM spawner.
}
@ -370,61 +342,53 @@ into something else over time. This function has no return value, and accepts
a biome definition table as the only parameter. These are defined like so:
options = {
grow_plant = "string", -- Name of the node to be grown into something
-- else. This value is passed to the ABM as
-- the "nodenames" parameter, so it is the
-- plants themselves that are the ABM trigger,
-- rather than the ground they spawned on. A
-- plant will only grow if the node above it
-- is air. Can also be a table, but note that
-- all nodes referenced therein will be grown
-- into the same object.
grow_delay = num, -- Passed as the ABM "interval" parameter, as
-- with spawning.
grow_plant = "string", -- Name of the node to be grown into something
-- else. This value is passed to the ABM as the
-- "nodenames" parameter, so it is the plants
-- themselves that are the ABM trigger, rather than
-- the ground they spawned on. A plant will only grow
-- if the node above it is air. Can also be a table,
-- but note that all nodes referenced therein will be
-- grown into the same object.
grow_delay = num, -- Passed as the ABM "interval" parameter, as with
-- spawning.
grow_chance = num, -- Passed as the ABM "chance" parameter.
grow_result = "string", -- Name of the node into which the grow_plant
-- node(s) should transform when the ABM
-- executes.
-- node(s) should transform when the ABM executes.
---- Everything from here down is optional.
dry_early_node = "string", -- This value is ignored except for jungle
-- grass (a corner case needed by that mod),
-- where it indicates which node the grass
-- must be on in order for it to turn from
-- the short size to "default:dry_shrub"
-- instead of the medium size.
grow_nodes = {table}, -- One of these nodes must be under the plant
-- in order for it to grow at all. Normally
-- this should be the same as the list of
-- surfaces passed to the spawning ABM as the
-- "nodenames" parameter. This is so that the
-- plant can be manually placed on something
-- like a flower pot or something without it
-- growing and eventually dieing. Defaults to
-- "default:dirt_with_grass".
-- grass (a corner case needed by that mod), where it
-- indicates which node the grass must be on in order
-- for it to turn from the short size to
-- "default:dry_shrub" instead of the medium size.
grow_nodes = {table}, -- One of these nodes must be under the plant in
-- order for it to grow at all. Normally this should
-- be the same as the list of surfaces passed to the
-- spawning ABM as the "nodenames" parameter. This is
-- so that the plant can be manually placed on
-- something like a flower pot or something without it
-- necessarily growing and perhaps dieing. Defaults
-- to "default:dirt_with_grass".
facedir = num, -- Same as with spawning a plant.
need_wall = bool, -- Set this to true if you the plant needs to
-- grow against a wall. Defaults to false.
verticals_list = {table}, -- List of nodes that should be considered
-- to be wall surfaces when growing the plant
-- vertically. If not provided, the walls
-- check is skipped.
need_wall = bool, -- Set this to true if you the plant needs to grow
-- against a wall. Defaults to false.
verticals_list = {table}, -- same as with spawning a plant.
choose_random_wall = bool, -- same as with spawning a plant.
grow_vertically = bool, -- Set this to true if the plant needs to grow
-- vertically, as in climbing poison ivy.
-- Defaults to false.
height_limit = num, -- Set this to limit how tall the desired node
-- can grow. The mod will search straight
-- down from the position being spawned at to
-- find a ground node, set via the parameter
-- below. Defaults to 5 nodes.
ground_nodes = {table}, -- What nodes should be treated as "the
-- ground" below a vertically-growing plant.
-- Usually this should be the same as the
-- grow_nodes table, but might also include,
-- for example, water or some other
-- surrounding material. Defaults to
-- "default:dirt_with_grass".
-- vertically, as in climbing poison ivy. Defaults to
-- false.
height_limit = num, -- Set this to limit how tall the desired node can
-- grow. The mod will search straight down from the
-- position being spawned at to find a ground node,
-- set via the field below. Defaults to 5 nodes.
ground_nodes = {table}, -- What nodes should be treated as "the ground"
-- below a vertically-growing plant. Usually this
-- should be the same as the grow_nodes table, but
-- might also include, for example, water or some
-- other surrounding material. Defaults to
-- "default:dirt_with_grass".
grow_function = something, -- [*] see below.
seed_diff = num, -- [*] see below.
}
@ -457,13 +421,16 @@ and grow_result is ignored.
=====
find_adjacent_wall(pos, verticals)
find_adjacent_wall(pos, verticals, randomflag)
Of the few helper functions, this one expects a position parameter and a table
with the list of nodes that should be considered as walls. The code will
search around the given position for a neighboring wall, returning the first
one it finds as a facedir value, or nil if there are no adjacent walls.
If randomflag is set to true, the function will just return the facedir of any
random wall it finds adjacent to the target position. Defaults to false if
not specified.
=====
is_node_loaded(pos)
@ -490,11 +457,11 @@ call the usual spawn_tree() functions. This rerouting exists as a way for
other mods to hook into plants_lib's tree-growing functions in general,
perhaps to execute something extra whenever a tree is spawned.
plantslib:generate_tree(pos, treemodel) is called any time a
tree is spawned at map generation time. 'pos' is the position of the block on
which the tree is to be placed. 'treemodel' is the standard L-Systems tree
definition table expected by the spawn_tree() function. Refer to the 'trunk'
field in that table to derive the name of the tree being spawned.
plantslib:generate_tree(pos, treemodel) is called any time a tree is spawned
at map generation time. 'pos' is the position of the block on which the tree
is to be placed. 'treemodel' is the standard L-Systems tree definition table
expected by the spawn_tree() function. Refer to the 'trunk' field in that
table to derive the name of the tree being spawned.
plantslib:grow_tree(pos, treemodel) does the same sort of thing whenever a
tree is spawned within the abm-based growing code, for example when growing a

View File

@ -483,7 +483,7 @@ function plantslib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa)
and pos.y >= biome.min_elevation
and pos.y <= biome.max_elevation
then
local walldir = plantslib:find_adjacent_wall(p_top, biome.verticals_list)
local walldir = plantslib:find_adjacent_wall(p_top, biome.verticals_list, biome.choose_random_wall)
if biome.alt_wallnode and walldir then
if n_top.name == "air" then
minetest.set_node(p_top, { name = biome.alt_wallnode, param2 = walldir })
@ -555,7 +555,7 @@ function plantslib:grow_plants(opts)
local root_node = minetest.get_node({x=pos.x, y=pos.y-options.height_limit, z=pos.z})
local walldir = nil
if options.need_wall and options.verticals_list then
walldir = plantslib:find_adjacent_wall(p_top, options.verticals_list)
walldir = plantslib:find_adjacent_wall(p_top, options.verticals_list, biome.choose_random_wall)
end
if n_top.name == "air" and (not options.need_wall or (options.need_wall and walldir))
then
@ -612,12 +612,24 @@ end
-- function to decide if a node has a wall that's in verticals_list{}
-- returns wall direction of valid node, or nil if invalid.
function plantslib:find_adjacent_wall(pos, verticals)
function plantslib:find_adjacent_wall(pos, verticals, randomflag)
local verts = dump(verticals)
if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then return 3 end
if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then return 2 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then return 5 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then return 4 end
if randomflag then
local walltab = {}
if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 3 end
if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 2 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then walltab[#walltab + 1] = 5 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then walltab[#walltab + 1] = 4 end
if #walltab > 0 then return walltab[math.random(1, #walltab)] end
else
if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then return 3 end
if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then return 2 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then return 5 end
if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then return 4 end
end
return nil
end