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64 lines
1.9 KiB
Lua
Executable File
64 lines
1.9 KiB
Lua
Executable File
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--= Soil Functions
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-- Normal Soil
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minetest.register_node("farming:soil", {
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description = "Soil",
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tiles = {"default_dirt.png^farming_soil.png", "default_dirt.png"},
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drop = "default:dirt",
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is_ground_content = true,
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groups = {crumbly=3, not_in_creative_inventory=1, soil=2},
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sounds = default.node_sound_dirt_defaults(),
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})
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minetest.register_alias("farming:desert_sand_soil", "farming:soil")
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-- Wet Soil
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minetest.register_node("farming:soil_wet", {
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description = "Wet Soil",
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tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
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drop = "default:dirt",
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is_ground_content = true,
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groups = {crumbly=3, not_in_creative_inventory=1, soil=3},
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sounds = default.node_sound_dirt_defaults(),
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})
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minetest.register_alias("farming:desert_sand_soil_wet", "farming:soil_wet")
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-- If Water near Soil then turn into Wet Soil
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minetest.register_abm({
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nodenames = {"farming:soil", "farming:soil_wet"},
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interval = 15,
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chance = 4,
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action = function(pos, node)
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pos.y = pos.y+1
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local nn = minetest.get_node(pos).name
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pos.y = pos.y-1
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-- what's on top of soil, if solid/not plant change soil to dirt
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if minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable
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and minetest.get_item_group(nn, "plant") == 0 then
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minetest.set_node(pos, {name="default:dirt"})
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end
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-- check if there is water nearby and change soil accordingly
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if minetest.find_node_near(pos, 3, {"group:water"}) then
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if node.name == "farming:soil" then
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minetest.set_node(pos, {name="farming:soil_wet"})
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end
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else
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-- Don't turn wet soil into dry soil or dry soil into dirt
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-- if there are unloaded blocks nearby because they could be water.
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if minetest.find_node_near(pos, 3, {"ignore"}) then return end
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if node.name == "farming:soil_wet" then
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minetest.set_node(pos, {name="farming:soil"})
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else -- [obviously] node.name == "farming:soil"
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minetest.set_node(pos, {name="default:dirt"})
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end
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end
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end,
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})
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