loud_walking/deco.lua

184 lines
4.0 KiB
Lua

-----------------
-- Decorations --
-----------------
-- 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
end
for key, value in pairs(t) do
if type(value) == 'string' and s:find(value) then
if key then
return key
else
return true
end
end
end
return false
end
-- Copy all the decorations except the ones I don't like.
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 = math.max(0.001, 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)
-- Dimensions of data array.
local s = {size={x=width, y=height, z=depth}}
s.data = {}
for z = 0,depth-1 do
for y = 0,height-1 do
for x = 0,width-1 do
local i = z*width*height + y*width + x + 1
s.data[i] = {}
s.data[i].name = "air"
s.data[i].param1 = 000
end
end
end
s.yslice_prob = {}
return s
end
dofile(loud_walking.path.."/deco_trees.lua")
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