-- support for i18n local S = minetest.get_translator("bushes_classic") 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.swap_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.swap_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). minetest.register_abm({ nodenames = {"bushes:fruitless_bush"}, neighbors = {"group:soil", "group:potting_soil"}, 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.swap_node( pos, {name = "bushes:" .. bush_name .. "_bush"}) end end end }) -- Define the basket and bush nodes for i, bush_name in ipairs(bushes_classic.bushes) do minetest.register_node(":bushes:basket_"..bush_name, { description = bushes_classic.bushes_descriptions[i][5], drawtype = "mesh", mesh = "bushes_basket_full.obj", tiles = { "bushes_basket_pie_"..bush_name..".png", "bushes_basket.png" }, paramtype = "light", paramtype2 = "facedir", on_use = minetest.item_eat(18), groups = { dig_immediate = 3 }, }) 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"; texture_top = "bushes_fruitless_bush_top.png" texture_bottom = "bushes_fruitless_bush_bottom.png" groups.not_in_creative_inventory = 1 else texture_top = "bushes_bush_top.png" texture_bottom = "bushes_bush_bottom.png" end minetest.register_node(":bushes:" .. bush_name .. "_bush", { description = bushes_classic.bushes_descriptions[i][6], 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", { description = S("Basket"), drawtype = "mesh", mesh = "bushes_basket_empty.obj", tiles = { "bushes_basket.png" }, paramtype = "light", paramtype2 = "facedir", groups = { dig_immediate = 3 }, })