MultiCraft_game/files/default/functions.lua

700 lines
18 KiB
Lua

--
-- Sounds
--
function default.node_sound_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "", gain = 1.0}
table.dug = table.dug or
{name = "default_dug_node", gain = 0.25}
table.place = table.place or
{name = "default_place_node_hard", gain = 1.0}
return table
end
function default.node_sound_stone_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_hard_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_hard_footstep", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_dirt_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_dirt_footstep", gain = 0.4}
table.dug = table.dug or
{name = "default_dirt_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_sand_footstep", gain = 0.12}
table.dug = table.dug or
{name = "default_sand_footstep", gain = 0.24}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_gravel_footstep", gain = 0.4}
table.dug = table.dug or
{name = "default_gravel_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_wood_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_wood_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_wood_footstep", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_leaves_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_grass_footstep", gain = 0.45}
table.dug = table.dug or
{name = "default_grass_footstep", gain = 0.7}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_glass_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_glass_footstep", gain = 0.3}
table.dig = table.dig or
{name = "default_glass_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_break_glass", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_metal_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_metal_footstep", gain = 0.4}
table.dig = table.dig or
{name = "default_dig_metal", gain = 0.5}
table.dug = table.dug or
{name = "default_dug_metal", gain = 0.5}
table.place = table.place or
{name = "default_place_node_metal", gain = 0.5}
default.node_sound_defaults(table)
return table
end
function default.node_sound_water_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2}
default.node_sound_defaults(table)
return table
end
function default.node_sound_snow_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_snow_footstep", gain = 0.2}
table.dig = table.dig or
{name = "default_snow_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_snow_footstep", gain = 0.3}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_wool_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_wool_footstep", gain = 0.4}
table.dig = table.dig or
{name = "default_wool_footstep", gain = 0.6}
table.dug = table.dug or
{name = "default_wool_footstep", gain = 0.6}
table.place = table.place or
{name = "default_wool_footstep", gain = 1.0}
return table
end
--
-- Lavacooling
--
default.cool_lava = function(pos, node)
if node.name == "default:lava_source" then
minetest.set_node(pos, {name = "default:obsidian"})
else -- Lava flowing
minetest.set_node(pos, {name = "default:stone"})
end
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
if minetest.settings:get_bool("enable_lavacooling") ~= false then
minetest.register_abm({
label = "Lava cooling",
nodenames = {"default:lava_source", "default:lava_flowing"},
neighbors = {"group:cools_lava", "group:water"},
interval = 4,
chance = 1,
catch_up = false,
action = function(...)
default.cool_lava(...)
end,
})
end
--
-- Optimized helper to put all items in an inventory into a drops list
--
function default.get_inventory_drops(pos, inventory, drops)
local inv = minetest.get_meta(pos):get_inventory()
local n = #drops
for i = 1, inv:get_size(inventory) do
local stack = inv:get_stack(inventory, i)
if stack:get_count() > 0 then
drops[n+1] = stack:to_table()
n = n + 1
end
end
end
--
-- Sugarcane and cactus growing
--
-- Wrapping the functions in ABM action is necessary to make overriding them possible
function default.grow_cactus(pos, node)
if node.param2 >= 4 then
return
end
pos.y = pos.y - 1
if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "default:cactus" and height < 4 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:cactus"})
return true
end
function default.grow_sugarcane(pos, node)
pos.y = pos.y - 1
local name = minetest.get_node(pos).name
if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then
return
end
if not minetest.find_node_near(pos, 3, {"group:water"}) then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "default:sugarcane" and height < 4 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:sugarcane"})
return true
end
minetest.register_abm({
label = "Grow cactus",
nodenames = {"default:cactus"},
neighbors = {"group:sand"},
interval = 15,
chance = 75,
action = function(...)
default.grow_cactus(...)
end
})
if not minetest.settings:get_bool("creative_mode") then
local objects = minetest.get_objects_inside_radius
minetest.register_abm({
label = "Cactus damage",
nodenames = {"default:cactus"},
interval = 1,
chance = 1,
catch_up = false,
action = function(pos)
local players = objects(pos, 1)
for _, player in pairs(players) do
if player:is_player() then
player:set_hp(player:get_hp() - 2)
end
end
end
})
end
minetest.register_abm({
label = "Grow sugarcane",
nodenames = {"default:sugarcane"},
neighbors = {"default:dirt", "default:dirt_with_grass", "default:sand"},
interval = 15,
chance = 70,
action = function(...)
default.grow_sugarcane(...)
end
})
--
-- Dig upwards
--
function default.dig_up(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y + 1, z = pos.z}
local nn = minetest.get_node(np)
if nn.name == node.name then
minetest.node_dig(np, nn, digger)
end
end
--
-- Dig downwards
--
function default.dig_down(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y - 1, z = pos.z}
local nn = minetest.get_node(np)
if nn.name == node.name then
minetest.node_dig(np, nn, digger)
end
end
--
-- Fence registration helper
--
function default.register_fence(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{def.material, "default:stick", def.material},
{def.material, "default:stick", def.material}
}
})
-- local fence_texture = "default_fence_overlay.png^" .. def.texture ..
-- "^default_fence_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden
local default_fields = {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {-1/8, -1/2, -1/8, 1/8, 1/2, 1/8},
connect_front = {{-1/16, 2/8, -1/2, 1/16, 7/16, -1/8},
{-1/16, -1/8, -1/2, 1/16, 1/16, -1/8}},
connect_left = {{-1/2, 2/8, -1/16, -1/8, 7/16, 1/16},
{-1/2, -1/8, -1/16, -1/8, 1/16, 1/16}},
connect_back = {{-1/16, 2/8, 1/8, 1/16, 7/16, 1/2},
{-1/16, -1/8, 1/8, 1/16, 1/16, 1/2}},
connect_right = {{ 1/8, 2/8, -1/16, 1/2, 7/16, 1/16},
{ 1/8, -1/8, -1/16, 1/2, 1/16, 1/16}}
},
collision_box = {
type = "connected",
fixed = {-1/8, -1/2, -1/8, 1/8, 7/8, 1/8},
connect_front = {-1/8, -1/2, -1/2, 1/8, 7/8, -1/8},
connect_left = {-1/2, -1/2, -1/8, -1/8, 7/8, 1/8},
connect_back = {-1/8, -1/2, 1/8, 1/8, 7/8, 1/2},
connect_right = { 1/8, -1/2, -1/8, 1/2, 7/8, 1/8}
},
connects_to = {"group:fence", "group:wood", "group:tree", "group:wall"},
-- inventory_image = fence_texture,
-- wield_image = fence_texture,
tiles = {def.texture},
sunlight_propagates = true,
is_ground_content = false,
groups = {}
}
for k, v in pairs(default_fields) do
if def[k] == nil then
def[k] = v
end
end
-- Always add to the fence group, even if no group provided
def.groups.fence = 1
def.texture = nil
def.material = nil
minetest.register_node(name, def)
end
--
-- Leafdecay
--
-- Prevent decay of placed leaves
default.after_place_leaves = function(pos, placer)
if placer and placer:is_player() then
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
end
-- Leafdecay
local function leafdecay_after_destruct(pos, _, def)
for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius),
vector.add(pos, def.radius), def.leaves)) do
local node = minetest.get_node(v)
local timer = minetest.get_node_timer(v)
if node.param2 ~= 1 and not timer:is_started() then
timer:start(math.random(40, 160) / 10)
end
end
end
local function leafdecay_on_timer(pos, def)
if minetest.find_node_near(pos, def.radius, def.trunks) then
return false
end
local node = minetest.get_node(pos)
local drops = minetest.get_node_drops(node.name)
for _, item in ipairs(drops) do
local is_leaf
for _, v in pairs(def.leaves) do
if v == item then
is_leaf = true
end
end
if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or
not is_leaf then
minetest.add_item({
x = pos.x - 0.5 + math.random(),
y = pos.y - 0.5 + math.random(),
z = pos.z - 0.5 + math.random()
}, item)
end
end
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
function default.register_leafdecay(def)
assert(def.leaves)
assert(def.trunks)
assert(def.radius)
for _, v in pairs(def.trunks) do
minetest.override_item(v, {
after_destruct = function(pos)
leafdecay_after_destruct(pos, _, def)
end
})
end
for _, v in pairs(def.leaves) do
minetest.override_item(v, {
on_timer = function(pos)
leafdecay_on_timer(pos, def)
end
})
end
end
--
-- Convert dirt to something that fits the environment
--
minetest.register_abm({
label = "Grass spread",
nodenames = {
"default:dirt",
"default:dirt_with_snow"
},
neighbors = {
"air",
"group:grass",
"group:dry_grass",
"default:snow"
},
interval = 10,
chance = 15,
catch_up = false,
action = function(pos)
-- Check for darkness: night, shadow or under a light-blocking node
-- Returns if ignore above
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if (minetest.get_node_light(above) or 0) < 13 then
return
end
-- Look for spreading dirt-type neighbours
local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type")
if p2 then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name = n3.name})
return
end
-- Else, any seeding nodes on top?
local name = minetest.get_node(above).name
-- Snow check is cheapest, so comes first
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
elseif minetest.get_item_group(name, "grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end
end
})
--
-- Grass and dry grass removed in darkness
--
minetest.register_abm({
label = "Grass covered",
nodenames = {"group:spreading_dirt_type"},
interval = 10,
chance = 40,
catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or
nodedef.paramtype == "light") and
nodedef.liquidtype == "none") then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})
--
-- Moss growth on cobble near water
--
local moss_correspondences = {
["default:cobble"] = "default:mossycobble",
["stairs:slab_default_cobble"] = "stairs:slab_default_mossycobble",
["stairs:stair_default_cobble"] = "stairs:stair_default_mossycobble",
["stairs:innerstair_default_cobble"] = "stairs:innerstair_default_mossycobble",
["stairs:outerstair_default_cobble"] = "stairs:outerstair_default_mossycobble",
["walls:cobble"] = "walls:mossycobble"
}
minetest.register_abm({
label = "Moss growth",
nodenames = {"default:cobble", "stairs:slab_default_cobble", "stairs:stair_default_cobble",
"stairs:innerstair_default_cobble", "stairs:outerstair_default_cobble",
"walls:cobble"
},
neighbors = {"group:water"},
interval = 15,
chance = 100,
catch_up = false,
action = function(pos, node)
node.name = moss_correspondences[node.name]
if node.name then
minetest.set_node(pos, node)
end
end
})
function default.can_interact_with_node(player, pos)
if player and player:is_player() then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
else
return false
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not owner or owner == "" or owner == player:get_player_name() then
return true
end
return false
end
--
-- Snowballs
--
-- Shoot snowball
local function snowball_impact(thrower, pos, dir, hit_object)
if hit_object then
local punch_damage = {
full_punch_interval = 1.0,
damage_groups = {fleshy = 1}
}
hit_object:punch(thrower, 1.0, punch_damage, dir)
end
local node_pos
local node = minetest.get_node(pos)
if node.name == "air" then
local pos_under = vector.subtract(pos, {x = 0, y = 1, z = 0})
node = minetest.get_node(pos_under)
if node.name then
local def = minetest.registered_items[node.name] or {}
if def.buildable_to then
node_pos = pos_under
elseif def.walkable then
node_pos = pos
end
elseif node.name then
local def = minetest.registered_items[node.name]
if def and def.buildable_to then
node_pos = pos
end
end
if node_pos then
if not minetest.is_protected(node_pos, thrower and thrower:get_player_name()) then
minetest.add_node(pos, {name = "default:snow"})
minetest.spawn_falling_node(pos)
end
end
end
end
function default.snow_shoot_snowball(itemstack, thrower)
if not thrower or not thrower:is_player() then
return
end
local playerpos = thrower:get_pos()
if not minetest.is_valid_pos(playerpos) then
return
end
local obj = minetest.item_throw("default:snowball", thrower, 19, -3,
snowball_impact)
if obj then
obj:set_properties({
visual = "sprite",
visual_size = {x = 1, y = 1},
textures = {"default_snowball.png"}
})
minetest.sound_play("throwing_sound", {
pos = playerpos,
gain = 0.7,
max_hear_distance = 10
})
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(thrower)) or
not minetest.is_singleplayer() then
itemstack:take_item()
end
end
return itemstack
end
--
-- Liquid particles
--
local add_particlespawner = minetest.add_particlespawner
local get_node = minetest.get_node
local registered_nodes = minetest.registered_nodes
minetest.register_abm({
label = "Liquid particles",
nodenames = {"group:liquid"},
interval = 15,
chance = 2,
catch_up = false,
action = function(pos, node)
local nname = node.name
if get_node({x = pos.x, y = pos.y - 2, z = pos.z}).name == "air" then
local tiles = registered_nodes[nname].tiles
local texture = tiles[1]
if texture.name ~= nil then
texture = texture.name
end
add_particlespawner({
amount = 5,
time = 15,
minpos = {x = pos.x - 0.5, y = pos.y - 1, z = pos.z - 0.5},
maxpos = {x = pos.x + 0.5, y = pos.y - 1, z = pos.z + 0.5},
minvel = {x = 0, y = -1, z = 0},
maxvel = {x = 0, y = -1, z = 0},
minexptime = 2,
maxexptime = 4,
vertical = true,
texture = texture .. "^[resize:16x16^[mask:default_liquid_drop.png"
})
end
if (nname == "default:lava_source" or nname == "default:lava_flowing")
and get_node({x = pos.x, y = pos.y + 1, z = pos.z}).name == "air" then
add_particlespawner({
amount = 5,
time = 15,
minpos = {x = pos.x - 0.5, y = pos.y, z = pos.z - 0.5},
maxpos = {x = pos.x + 0.5, y = pos.y, z = pos.z + 0.5},
minvel = {x = 0, y = 1, z = 0},
maxvel = {x = 0, y = 1, z = 0},
minexptime = 2,
maxexptime = 2,
vertical = true,
texture = "default_lava.png",
glow = 3
})
end
end
})