Add decorations for crops. Simplify deco code.

master
Duane Robertson 2016-04-09 23:41:24 -05:00
parent a35525f8f3
commit 35d3ee9f47
5 changed files with 135 additions and 110 deletions

144
deco.lua
View File

@ -5,6 +5,9 @@
-- The main decoration handler, through the game's decoration manager.
-- A list of all schematics, for re-use.
loud_walking.schematics = {}
function table.contains_substring(t, s)
if type(s) ~= "string" then
return nil
@ -24,15 +27,43 @@ end
-- Copy all the decorations except the ones I don't like.
-- This is currently used to remove the default trees.
local bad_deco = {"apple_tree", "pine_tree", "jungle_tree", "acacia_tree", "aspen_tree", }
local decos = {}
for id, deco_table in pairs(minetest.registered_decorations) do
if type(deco_table.schematic) ~= "string" or not table.contains_substring(bad_deco, deco_table.schematic) then
table.insert(decos, deco_table)
loud_walking.decorations = {}
local bad_deco = {}
for _, i in pairs({"apple_tree", "pine_tree", "jungle_tree", "acacia_tree", "aspen_tree", }) do
bad_deco[i] = true
end
do
for _, odeco in pairs(minetest.registered_decorations) do
if not bad_deco[odeco.schematic] then
local deco = {}
if odeco.biomes then
deco.biomes = {}
for _, b in pairs(odeco.biomes) do
deco.biomes[b] = true
end
end
deco.deco_type = odeco.deco_type
deco.decoration = odeco.decoration
deco.schematic = odeco.schematic
deco.fill_ratio = odeco.fill_ratio
if odeco.noise_params then
deco.fill_ratio = (odeco.noise_params.scale + odeco.noise_params.offset)
end
local nod = minetest.registered_nodes[deco.decoration]
if nod and nod.groups and nod.groups.flower then
deco.flower = true
end
loud_walking.decorations[#loud_walking.decorations+1] = deco
end
end
end
minetest.clear_registered_decorations()
-- Create and initialize a table for a schematic.
function loud_walking.schematic_array(width, height, depth)
@ -57,19 +88,96 @@ function loud_walking.schematic_array(width, height, depth)
end
-- Clear all decorations, so I can place the new trees.
minetest.clear_registered_decorations()
-- A list of all schematics, for re-use.
loud_walking.schematics = {}
dofile(loud_walking.path.."/deco_trees.lua")
-- Re-register the good decorations.
-- This has to be done after registering the trees or
-- the trees spawn on top of grass. /shrug
for _, i in pairs(decos) do
minetest.register_decoration(i)
local function register_flower(name, desc, biomes, chance)
local groups = {}
groups.snappy = 3
groups.flammable = 2
groups.flower = 1
groups.flora = 1
groups.attached_node = 1
minetest.register_node("loud_walking:" .. name, {
description = desc,
drawtype = "plantlike",
waving = 1,
tiles = {"loud_walking_" .. name .. ".png"},
inventory_image = "loud_walking_" .. name .. ".png",
wield_image = "flowers_" .. name .. ".png",
sunlight_propagates = true,
paramtype = "light",
walkable = false,
buildable_to = true,
stack_max = 99,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
}
})
local bi = {}
if biomes then
bi = {}
for _, b in pairs(biomes) do
bi[b] = true
end
end
loud_walking.decorations[#loud_walking.decorations+1] = {
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
biomes = bi,
fill_ratio = chance,
flower = true,
decoration = "loud_walking:"..name,
}
end
register_flower("orchid", "Orchid", {"rainforest", "rainforest_swamp"}, 0.025)
register_flower("bird_of_paradise", "Bird of Paradise", {"rainforest", "desertstone_grassland"}, 0.025)
register_flower("gerbera", "Gerbera", {"savanna", "rainforest", "desertstone_grassland"}, 0.005)
local function register_decoration(deco, place_on, biomes, chance)
local bi = {}
if biomes then
bi = {}
for _, b in pairs(biomes) do
bi[b] = true
end
end
loud_walking.decorations[#loud_walking.decorations+1] = {
deco_type = "simple",
place_on = place_on,
biomes = bi,
fill_ratio = chance,
decoration = deco,
}
end
if crops then
register_decoration(
"crops:pumpkin_plant_4",
{ "default:dirt_with_grass" },
{"stone_grassland", "sandstone_grassland", "deciduous_forest",
"coniferous_forest"},
0.002
)
register_decoration(
"crops:melon_plant_4",
{ "default:dirt_with_grass" },
{"deciduous_forest", "coniferous_forest", "tundra"},
0.002
)
register_decoration(
"crops:tomato_plant_4",
{ "default:dirt_with_grass" },
{"rainforest"},
0.002
)
end

View File

@ -1,2 +1,7 @@
default
flowers
crops?
ethereal?
farming?
farming_plus?
moreores?

View File

@ -85,16 +85,10 @@ dofile(loud_walking.path .. "/mapgen.lua")
minetest.register_on_newplayer(loud_walking.respawn)
minetest.register_on_respawnplayer(loud_walking.respawn)
minetest.register_on_generated(loud_walking.generate)
-- Inserting helps to ensure that loud_walking operates first.
table.insert(minetest.registered_on_generateds, 1, loud_walking.generate)
minetest.register_on_joinplayer(function(player)
player:set_sky("#000000", "plain", {})
end)
local function deco_list()
for i, deco in pairs(minetest.registered_decorations) do
print(dump(deco))
end
end
--deco_list()

View File

@ -222,7 +222,6 @@ end
local function get_decoration(biome)
for i, deco in pairs(loud_walking.decorations) do
if not deco.biomes or deco.biomes[biome] then
--local range = (string.find(biome, "rain") and deco.flower) and 500 or 1000
local range = 1000
if deco.deco_type == "simple" then
if deco.fill_ratio and math.random(range) - 1 < deco.fill_ratio * 1000 then
@ -266,7 +265,6 @@ function loud_walking.generate(p_minp, p_maxp, seed)
cave_lining = nil
end
--print(biome)
vm:set_lighting({day = 15, night = (biome == "control" and 15 or 0)}, minp, maxp)
lightmap = vm:get_light_data()
@ -531,7 +529,7 @@ function loud_walking.generate(p_minp, p_maxp, seed)
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
minetest.generate_decorations(vm, minp, maxp)
--minetest.generate_decorations(vm, minp, maxp)
--vm:set_param2_data(p2data)
--vm:set_lighting({day = 15, night = 0})
if pod then

View File

@ -125,86 +125,6 @@ minetest.register_node("loud_walking:controls", {
end
})
loud_walking.decorations = {}
do
for i, odeco in pairs(minetest.registered_decorations) do
local deco = {}
if odeco.biomes then
deco.biomes = {}
for _, b in pairs(odeco.biomes) do
deco.biomes[b] = true
end
end
deco.deco_type = odeco.deco_type
deco.decoration = odeco.decoration
deco.schematic = odeco.schematic
deco.fill_ratio = odeco.fill_ratio
if odeco.noise_params then
deco.fill_ratio = (odeco.noise_params.scale + odeco.noise_params.offset)
end
local nod = minetest.registered_nodes[deco.decoration]
if nod and nod.groups and nod.groups.flower then
deco.flower = true
end
loud_walking.decorations[#loud_walking.decorations+1] = deco
end
end
local function register_flower(name, desc, biomes, chance)
local groups = {}
groups.snappy = 3
groups.flammable = 2
groups.flower = 1
groups.flora = 1
groups.attached_node = 1
minetest.register_node("loud_walking:" .. name, {
description = desc,
drawtype = "plantlike",
waving = 1,
tiles = {"loud_walking_" .. name .. ".png"},
inventory_image = "loud_walking_" .. name .. ".png",
wield_image = "flowers_" .. name .. ".png",
sunlight_propagates = true,
paramtype = "light",
walkable = false,
buildable_to = true,
stack_max = 99,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
}
})
local bi = {}
if biomes then
bi = {}
for _, b in pairs(biomes) do
bi[b] = true
end
end
loud_walking.decorations[#loud_walking.decorations+1] = {
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
biomes = bi,
fill_ratio = chance,
flower = true,
decoration = "loud_walking:"..name,
}
end
register_flower("orchid", "Orchid", {"rainforest", "rainforest_swamp"}, 0.025)
register_flower("bird_of_paradise", "Bird of Paradise", {"rainforest", "desertstone_grassland"}, 0.025)
register_flower("gerbera", "Gerbera", {"savanna", "rainforest", "desertstone_grassland"}, 0.005)
minetest.register_node("loud_walking:air_ladder", {
description = "Air Ladder",
drawtype = "glasslike",