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335b489dfb
- Solves #204 - Updated world.mt - Updated news.txt
215 lines
5.8 KiB
Lua
Executable File
215 lines
5.8 KiB
Lua
Executable File
local S = biome_lib.intllib
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plantlife_bushes = {}
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-- TODO: add support for nodebreakers? those dig like mese picks
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plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if not (digger and pos and oldnode) then
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return
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end
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-- find out which bush type we are dealing with
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local bush_name = ""
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local can_harvest = false
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if oldnode.name == "bushes:fruitless_bush" then
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-- this bush has not grown fruits yet (but will eventually)
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bush_name = oldmetadata.fields.bush_type
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-- no fruits to be found, so can_harvest stays false
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else
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local name_parts = oldnode.name:split(":")
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if #name_parts >= 2 and name_parts[2] ~= nil then
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name_parts = name_parts[2]:split("_")
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if #name_parts >= 2 and name_parts[1] ~= nil then
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bush_name = name_parts[1]
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-- this bush really carries fruits
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can_harvest = true
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end
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end
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end
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-- find out which tool the digger was wielding (if any)
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local toolstack = digger:get_wielded_item()
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local capabilities = toolstack:get_tool_capabilities()
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-- what the player will get
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local harvested
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-- failure to find out what the tool can do: destroy the bush and return nothing
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local groupcaps = capabilities.groupcaps
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if not groupcaps then
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return
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-- digging with the hand or something like that
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elseif groupcaps.snappy then
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-- plant a new bush without fruits
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minetest.set_node(pos, {type = "node", name = "bushes:fruitless_bush"})
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local meta = minetest.get_meta(pos)
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meta:set_string('bush_type', bush_name)
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-- construct the stack of fruits the player will get
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-- only bushes that have grown fruits can actually give fruits
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if can_harvest then
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local amount = "4"
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harvested = "bushes:" .. bush_name .. " " .. amount
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end
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-- something like a shovel
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elseif groupcaps.crumbly then
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-- with a chance of 1/3, return 2 bushes
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local amount
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if math.random(1,3) == 1 then
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amount = "2"
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else
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amount = "1"
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end
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-- return the bush itself
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harvested = "bushes:" .. bush_name .. "_bush "..amount
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-- something like an axe
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elseif groupcaps.choppy then
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-- the amount of sticks may vary
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local amount = math.random(4, 20)
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-- return some sticks
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harvested = "default:stick " .. amount
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-- nothing known - destroy the plant
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else
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return
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end
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-- give the harvested result to the player
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if harvested then
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--minetest.chat_send_player("singleplayer","you would now get "..tostring( harvested ) );
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local itemstack = ItemStack(harvested)
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local inventory = digger:get_inventory()
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if inventory:room_for_item("main", itemstack) then
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inventory:add_item("main", itemstack)
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else
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minetest.item_drop(itemstack, digger, pos)
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end
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end
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end
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plantlife_bushes.after_place_node = function(pos, placer, itemstack)
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if not (itemstack and pos) then
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return
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end
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local name_parts = itemstack:get_name():split(":")
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if #name_parts < 2 or name_parts[2] == nil then
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return
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end
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name_parts = name_parts[2]:split("_")
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if #name_parts < 2 or name_parts[1] == nil then
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return
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end
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minetest.set_node(pos, {name = "bushes:fruitless_bush"})
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local meta = minetest.get_meta(pos)
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meta:set_string("bush_type", name_parts[1])
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end
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-- regrow berries (uses a base abm instead of biome_lib because of the use of metadata).
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minetest.register_abm({
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nodenames = {"bushes:fruitless_bush"},
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neighbors = {"group:soil", "group:potting_soil"},
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interval = 500,
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chance = 5,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local meta = minetest.get_meta(pos)
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local bush_name = meta:get_string("bush_type")
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if bush_name and bush_name ~= "" then
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local dirtpos = {x = pos.x, y = pos.y-1, z = pos.z}
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local dirt = minetest.get_node(dirtpos)
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local is_soil = minetest.get_item_group(dirt.name, "soil") or minetest.get_item_group(dirt.name, "potting_soil")
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if is_soil and (dirt.name == "farming:soil_wet" or math.random(1,3) == 1) then
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minetest.set_node( pos, {name = "bushes:" .. bush_name .. "_bush"})
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end
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end
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end
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})
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-- Define the basket and bush nodes
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for i, bush_name in ipairs(bushes_classic.bushes) do
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local desc = bushes_classic.bushes_descriptions[i]
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minetest.register_node(":bushes:basket_"..bush_name, {
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description = S("Basket with "..desc.." Pies"),
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drawtype = "mesh",
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mesh = "bushes_basket_full.obj",
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tiles = {
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"bushes_basket_pie_"..bush_name..".png",
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"bushes_basket.png"
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},
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paramtype = "light",
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paramtype2 = "facedir",
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on_use = minetest.item_eat(18),
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groups = { dig_immediate = 3 },
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})
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local texture_top, texture_bottom
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local groups = {snappy = 3, bush = 1, flammable = 2, attached_node=1}
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if bush_name == "mixed_berry" then
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bush_name = "fruitless";
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desc = S("currently fruitless");
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texture_top = "bushes_fruitless_bush_top.png"
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texture_bottom = "bushes_fruitless_bush_bottom.png"
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groups.not_in_creative_inventory = 1
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else
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texture_top = "bushes_bush_top.png"
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texture_bottom = "bushes_bush_bottom.png"
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end
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minetest.register_node(":bushes:" .. bush_name .. "_bush", {
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description = S(desc.." Bush"),
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drawtype = "mesh",
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mesh = "bushes_bush.obj",
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tiles = {"bushes_bush_"..bush_name..".png"},
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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groups = groups,
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sounds = default.node_sound_leaves_defaults(),
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drop = "",
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after_dig_node = function( pos, oldnode, oldmetadata, digger )
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return plantlife_bushes.after_dig_node(pos, oldnode, oldmetadata, digger);
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end,
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after_place_node = function( pos, placer, itemstack )
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return plantlife_bushes.after_place_node(pos, placer, itemstack);
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end,
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})
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-- do not spawn fruitless bushes
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if bush_name ~= "fruitless" then
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table.insert(bushes_classic.spawn_list, "bushes:"..bush_name.."_bush")
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end
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end
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minetest.register_node(":bushes:basket_empty", {
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description = S("Basket"),
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drawtype = "mesh",
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mesh = "bushes_basket_empty.obj",
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tiles = { "bushes_basket.png" },
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paramtype = "light",
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paramtype2 = "facedir",
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groups = { dig_immediate = 3 },
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})
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